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Topic: Combination of diking and ports causes game crashes.

MarkMcWire
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Joined: 2017-02-08, 20:06
Posts: 328
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Tribe Member
Location: Eisenach, Germany
Posted at: 2023-05-21, 17:12

I have a terraformer in my "European" tribe, which can expand the coast by diking. However, if there is a port on the coast, it will diking up the port and the game will then crash with the error message that no usable waters were found for the port.

Can you solve the problem somehow in the code of the game? For example, the navigable waters near ports cannot be terraformed by diking.

Thx.


My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing

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Nordfriese
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Joined: 2017-01-17, 17:07
Posts: 1969
OS: Debian Testing
Version: Latest master
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Location: 0x55555d3a34c0
Posted at: 2023-05-21, 17:41

Changing water terrain, whether by diking or scripting, and seafaring/ferries work terribly together. They simply were never really intended to be combined.

For the fri06 scenario I am working on making ship fleets respond appropriately to dikers terraforming near their paths, and I can also try to integrate a fix for this situation there. This will not be part of v1.2 though; and I would be reluctant to make a quickfix since will be a lot of related problems (e.g. port might become unreachable by being turned into a lagoon), so a fix is still some time away, sorry face-sad.png


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MarkMcWire
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Joined: 2017-02-08, 20:06
Posts: 328
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Tribe Member
Location: Eisenach, Germany
Posted at: 2023-05-22, 18:06

Then I change the starting conditions of the Europeans so that you can choose between seafaring or diking, but not both things are activated at the same time.


My widelands addons: https://drive.google.com/file/d/1jopANlODo41T2reHJ0zaCOMYxq_rxXP-/view?usp=sharing

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