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Author Topic: Stoping rivers - affects worldmap?  (Read 1350 times)

Neruz

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Re: Stoping rivers - affects worldmap?
« Reply #15 on: June 07, 2009, 10:17:37 am »

I'm pretty sure the game 'spawns' a river full of water, rather than letting it flow.

Elliott_Thinas

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Re: Stoping rivers - affects worldmap?
« Reply #16 on: June 07, 2009, 11:39:06 am »

Yeah it would be MURDER on the FPS if the game actually recorded the movement of every bit of water from the springs in the highlands down to the salty oceans in the lowlands.
ARMOK! My little laptop shudders at the thought.
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I got me a breeding pair of Han Solos.

alway

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Re: Stoping rivers - affects worldmap?
« Reply #17 on: June 07, 2009, 02:44:34 pm »

My little laptop shudders at the thought.
Your laptop thinks? Wow, I so envy you. I wish I could play DF on skynet.

But ya, it would be really crazy if it kept track of water flows... Although... Hmm.. It wouldn't be to complex to implement a system. Not knowing entirely how worldgen works, I think you could just run an algorithm used for genning the rivers/lakes in there to find out what effect a fort has on the world as a whole. It could be packed into the abandon fortress, so it would only be run when the fort is abandoned.
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Efun

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Re: Stoping rivers - affects worldmap?
« Reply #18 on: June 07, 2009, 07:10:40 pm »

Technically you you only want to dam the inlet and keep the outlet open so the water drains....
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Military dorfs are the busiest if their partner is also in the military, Military children are my forts future, also its hilariously tragic when a mother carrying her child into battle gets hit, and the baby dies....
I fixed that up for you.
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