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Author Topic: Aqueduct removal bug (well, I definately classify it as  (Read 379 times)

Skyrage

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Aqueduct removal bug (well, I definately classify it as
« on: October 07, 2006, 06:47:00 am »

New nice little bug which really pissed me off just now   :(

Removing an aqueduct piece that crosses a river - and which happens to actually draw water from it will cause certain flooding which it shouldn't. I had a bridge right next to the aqueduct and it got flooded badly even though it technically shouldn't have been flooded at all. Ended up losing a dwarf to drowning and now I have a partially deconstructed piece that cannot be removed.

code:

   ~~~~~~
 XXxxxxxxXX
 XXxxxxxxXX
 XXxxxxxxXX
   OOOOOO
   ~~~~~~


~~ - water
XX - Aqueduct
xx - aqueduct section in question
OO - bridge

That's pretty much how the construction was...removing the aqueduct shouldn't have caused any flooding at all since even though the game already does defy physics somewhat - like liquids being able to defy gravity - this was a bit too extreme and very unhandy.

toadedit -- code tag

[ October 08, 2006: Message edited by: Toady One ]

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Toady One

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Re: Aqueduct removal bug (well, I definately classify it as
« Reply #1 on: October 08, 2006, 03:16:00 pm »

Yeah, the aqueducts and river don't get along in many, many ways.
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Skyrage

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Re: Aqueduct removal bug (well, I definately classify it as
« Reply #2 on: October 09, 2006, 01:13:00 am »

Wouldn't it be possible to make it so that the river and the aqueduct are seperate "layers" - so that it would really simulate altitude differences?
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Toady One

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Re: Aqueduct removal bug (well, I definately classify it as
« Reply #3 on: October 09, 2006, 09:56:00 pm »

Yeah, the map is quite compressed in the Z direction.  Right now for example, it's impossible to have an aqueduct flow over a channel, because of the conflict.  Aqueducts and bridges seem to be the main exceptions, and they could store the flows somehow, though there are potential annoyances.  I can't add another altitude layer to the dwarf map lightly, since it would cause many problems, and simulated map layers are also bad.  But some simple info inside the buildings could work for these particular issues.
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