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Re: Tile orientation
Posted: Wed Feb 13, 2019 12:56 pm
by Wahazar
Slightly off-topic: is it possible to control image order? To draw given extra above another one?
Re: Tile orientation
Posted: Thu Feb 14, 2019 10:38 am
by Wahazar
I started to implement bridges over sea (such feature would be convenient in case if hex topology),
I found following flag:
Code: Select all
"ConnectLand" = Roads on Oceanic tiles are drawn to connect to
; adjacent Land tiles even if they have no road.
It seems ideal for bridges, unfortunately I get following bugs:
1. it is not possible to build road on ocean tile, regardless of requirement field - seems it is hardcoded (at least in v.2.6).
2. I implemented bridge as base - now it is possible to build it on Ocean, but not possible to assign road style to it:
both RoadAllSeparate or RoadAllCombined cause immediately crash (seg. fault) during connecting to the server, without any message.
I can assign River to base, but it ignore ConnectLand flag and generally work opposite - join to open ocean, not joining to land.
Is it possible to remove hardcoded river dependence? It is handled in ruleset now: "TerrainClass", "Land", "Local", TRUE
Re: Tile orientation
Posted: Thu Feb 14, 2019 9:22 pm
by cazfi
Wahazar wrote:It seems ideal for bridges, unfortunately I get following bugs:
1. it is not possible to build road on ocean tile, regardless of requirement field - seems it is hardcoded (at least in v.2.6).
Burrow Tubes on alien ruleset do work. Can't check just now, but terrain -sections in terrain.ruleset somehow control if roads can be built on them or not (so that not every regular road type need "TerrainClass", "Land" requirement), maybe by road_time = 0.
Re: Tile orientation
Posted: Fri Feb 15, 2019 11:04 am
by Wahazar
cazfi wrote:road_time = 0
Thanks, it was a reason.
Re: Tile orientation
Posted: Mon Mar 04, 2019 12:27 pm
by Wahazar
Weird thing, when I added Road Bridges, rivers no more add 1 trade point: seems that there is a bug with like trade_incr_const?