Topic: Ferries
Nordfriese Topic Opener |
Posted at: 2020-01-20, 19:56
Fixed now in master. Top Quote |
simplypeachy |
Posted at: 2020-02-03, 17:51
I'm excited to try the ferries! I am not sure about the current decay feature. As it stands, a Ferry Yard will consume an unlimited amount of resources to create ferries if their routes are not used. When pack animals decay, they return to the economy and can be re-used. Could a ferry return to its yard when unused? Should they decay at all? Not sure if you prefer bugs here or on Github (I'll repost there if you prefer) but a road that is connected only by waterways is not requesting Carriers, see attached. WARNING: New-style view packet not found. There may be strange effects regarding unseen areas. |
hessenfarmer |
Posted at: 2020-02-03, 18:04
the road isn't in the same worker economy. Ferries can't transport workers. so this is intended behaviour. Top Quote |
simplypeachy |
Posted at: 2020-02-03, 18:12
aha, so this explains the problem, thanks. The mechanic feels unintuitive. I'm used to roads between flags being part of the same economy, and my assumption was that ferries act as roads on water. I suppose one could ask "Why can a worker not take a ferry?" WARNING: New-style view packet not found. There may be strange effects regarding unseen areas. |
hessenfarmer |
Posted at: 2020-02-03, 18:17
game mechanics answer: because they should not be used to conquer new territory. Top Quote |
Nordfriese Topic Opener |
Posted at: 2020-02-03, 21:06
The inability of ferries to carry workers is also explained in the tutorial. (I only tell the user never to forget this three times or so :P)
In my opinion, they shouldn´t decay. The only reason I implemented it is that otherwise ferries would be unremovable. And a Ferry Window with a Sink button would be overkill. Originally I had envisioned a kind of "Ferry Depot" which would have been a building near the shore with a platform floating on water attached to it. But I quickly realized that this would be nearly impossible to code. The Ferry Yard is an ordinary productionsite built near the shore, so I don´t see how "unemployed ferries return to a depot if there still is one" could be implemented, but suggestions are welcome Top Quote |
stonerl |
Posted at: 2020-02-03, 21:17
One option could be that we have an extra economy setting were we can limit the number of ferries. Or we have a maximum number of ferries that a ferriy yard can produce. Top Quote |
simplypeachy |
Posted at: 2020-02-03, 22:55
Whoops, I was unaware there was a tutorial! I'll go and find it
I guess if ferries can be somehow integrated into the ware economy then their production and "excess" storage can be handled by existing logic. One could then set an economy target for them. The only way this would work with the current game is if they went to Ports when they are no longer needed, and were stored until demand, but as it stands, accessible ports may not exist. The Ferry Yards exist as a logical island at the moment. They create their five ferries, which as a group are completely independent of the ware economy. Since a waterway has a fixed maximum length, perhaps one ferry could be generated per waterway? Once the waterway is removed then perhaps the ferry is destroyed, perhaps not. WARNING: New-style view packet not found. There may be strange effects regarding unseen areas. |
GunChleoc |
Posted at: 2020-02-07, 09:20
How about having a spinbox at the ferry yard for the max amount of unassigned ferries per ferry fleet served? Busy indexing nil values Top Quote |
Nordfriese Topic Opener |
Posted at: 2020-02-07, 11:11
Good idea But a bit tricky to implement: Also, if a ferryyard is next to several oceans, it will still build ferries in an arbitrary ocean if at least one of them needs ferries. Top Quote |