Brightgalrs Posted August 8, 2011 Report Share Posted August 8, 2011 Dock placement seems a bit picky. It seems that it only allows a little part of the dock to extend into the water. How about as long as the dock is touching land it can be placed? Quote Link to comment Share on other sites More sharing options...
Pureon Posted August 8, 2011 Report Share Posted August 8, 2011 Yep that was discussed in the Build Limits / Restrictions topic. We've discussed this further on IRC and the guys are now working on a placement restriction similar to what you describe. Some maps, like Belgian bog, do not often have a coastline on which the building can sit (it's a marsh/bog thing), so this needs to be worked out. Also some docks are much larger than others (see super_dock on svn), so this makes placement even trickier. See here for some further discussion. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted August 8, 2011 Report Share Posted August 8, 2011 Also, it seems now that buildings can't be placed in water, even if that water is 1 millimeter deep and invisible to the player. Quote Link to comment Share on other sites More sharing options...
Pureon Posted August 8, 2011 Report Share Posted August 8, 2011 Also, it seems now that buildings can't be placed in water, even if that water is 1 millimeter deep and invisible to the player.historic_bruno and i discussed making docks buildable down to walking depth - would that be too deep for standard buildings? Quote Link to comment Share on other sites More sharing options...
theShadow Posted August 8, 2011 Report Share Posted August 8, 2011 it seems like it would make the most sense to just be able to place a dock in such a way that it is all in the water, and is touching a coastline. Quote Link to comment Share on other sites More sharing options...
SMST Posted August 8, 2011 Report Share Posted August 8, 2011 It seems absolutely reasonable to me that Docks cannot be constructed on environments such as the Belgian Bog. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted August 8, 2011 Report Share Posted August 8, 2011 It seems absolutely reasonable to me that Docks cannot be constructed on environments such as the Belgian Bog. Agreed. I see no reason to optimize placement for such maps--only for situations where it is clear we want naval action (e.g. Gambia River, Cycladic Archipelago, Miletus, et al.). Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted August 8, 2011 Report Share Posted August 8, 2011 Dock placement seems a bit picky. It seems that it only allows a little part of the dock to extend into the water. How about as long as the dock is touching land it can be placed?Yeah I've already got a fix for this (hopefully). Basically it was only including 3 tiles on either side of the land/water boundary, but now I'm making it so that all the water and the first 2 tiles of land are counted. This should make the dock placement a bit looser and also allow bigger foundations.Also, it seems now that buildings can't be placed in water, even if that water is 1 millimeter deep and invisible to the player.Yeah this is a tricky problem, I noticed some maps like Siwa Oasis have this (near player 1 starting area). There is a difference between what the renderer detects as being "underwater" and what a simple test like GroundHeight < WaterHeight reveals. But due to the terrain sloping, it could be that 1mm actually turns into a lake or river. Maybe it's enough to add some tolerance to the calculation, I'll test and find out. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted August 8, 2011 Report Share Posted August 8, 2011 Also, builders have to reach the dock, so the back of the dock (the part that faces land) can have at most a depth of 2m, but the front must be able to spawn ships, so it must have a depth of at least 1m (see simulation/data/pathfinder.xml for these definitions). Probably rather than hard-coding these values, they should be tied to the unit passability classes. Quote Link to comment Share on other sites More sharing options...
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