Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Eliminating a channel  (Read 654 times)

JT

  • Bay Watcher
  • Explosively Canadian
    • View Profile
    • http://www.jtgibson.ca/df/
Eliminating a channel
« on: August 10, 2006, 03:02:00 am »

I made the unfortunate mistake of making my flood channels a bit too long, and now I have an already-planted field right up against a channel where I can't add a floodgate.

I'd really like the feature to be able to remove channels just like the Remove Designation feature, for pinpoint accuracy... there is absolutely no way to salvage the existing crop because neither the [T] nor [Q] keys allow you to destroy a channel. =/

Logged
"The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, 'You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.'" --George Carlin

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Eliminating a channel
« Reply #1 on: August 10, 2006, 05:06:00 am »

If accessing the crops is an issue you can build a bridge over the channel.  However, you are correct that the channels can't be removed right now -- it is part of the re-walling req, which has been in demand for so long it might actually get put in sometime...  at some point...
Logged
The Toad, a Natural Resource:  Preserve yours today!

Captain Mayday

  • Bay Watcher
  • A Special Kind of Terrible
    • View Profile
Re: Eliminating a channel
« Reply #2 on: August 10, 2006, 06:20:00 am »

Would also be nice to be able to build a floodgate into a dry channel. Just a suggestion.
Logged
Why not join us on IRC? irc.newnet.net #bay12games