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Author Topic: chanels not ponding from 'q'  (Read 448 times)

puke

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chanels not ponding from 'q'
« on: January 09, 2007, 01:10:00 am »

a friend of mine reported this to me in the latest version, and now im noticing it in the last version.  i didnt pick up on it before, because i dont pond very often.

so theres this massive room, which is pretty symetrical except for the rocks and ore that are scattered about it.  i lay down some chanels, and BEFORE they are built, i can hit Q and get them to show up as potential future buildings.  but AFTER they are built, only ONE group of channels shows up as a potential building that I can turn into a pond.

The other one does not show up under Q at all, the chanels dont higlight, and i cant pond them.  the way my friend described the same bug, he only had one group of chanels in a room, and they didnt highlight when using Q.

since these channels are cutoff from other water sources and cant be ponded and cant be refilled, it makes for an unsigtly blemish in what would have been a large throne room.  but thats not a big deal, since the king probably wont make it to this fort before i restart anyway.

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segmose

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Re: chanels not ponding from 'q'
« Reply #1 on: January 09, 2007, 05:57:00 am »

Had one of those in an old fort too, designated part of my farm as channal instead of a plot and cant do anything with it now.
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Toady One

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Re: chanels not ponding from 'q'
« Reply #2 on: January 09, 2007, 05:03:00 pm »

Are these channels connected to each other?  I don't understand what the groupings are.
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puke

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Re: chanels not ponding from 'q'
« Reply #3 on: January 09, 2007, 07:27:00 pm »

well, im not smart enough to upload images on the forum, so let me try this.

Ive got a room that looks more or less like this, where "O" is a pillar and "+" is smooth floor:

code:
+++++++++++++++++
+O+O+O+++++O+O+O+
+++++++++++++++++
+O+O+O+++++O+O+O+
+++++++++++++++++

so I dig some chanels:

code:
+++++++++++++++++
+O_O_O+++++O_O_O+
+_____+++++_____+
+O_O_O+++++O_O_O+
+++++++++++++++++


 
and when I hit 'q' the entire group of chanels on the LEFT will be highlighted and then can be designated as a pond.  but the group on the RIGHT doesnt even highlight when i move the 'q' cursor near it.  it says 'no nearby rooms' or somesuch.

now the REALLY oddball thing, is that when the chanels (both left and right groups) were first designated to be built but they had not yet been dug, i could select them both with 'q' (which selected the entire left or right grouping) or i could select them with 't' (which selects individual chanel segments).  of course, selecting them at this stage only allows construction to be suspended or canceled.

AFTER they were dug, I could only select the left hand group, as described above.

I can send you a save, if you like.

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Strages Sanctus

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Re: chanels not ponding from 'q'
« Reply #4 on: January 10, 2007, 02:07:00 pm »

I think I am having the same problem.
I have a channels outside flanking a road (so a channel north and a channel south of the road.)

The channel south of the road can be accessed with T, K and Q.

The channel north of the road can only be seen with K.

When using "K"
The north channel shows as "channel" in bright blue.
The channel south of the road shows as "channel" in light blue again in dark blue below on the line below the light blue.

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Toady One

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Re: chanels not ponding from 'q'
« Reply #5 on: January 10, 2007, 03:15:00 pm »

It's normal for channels to be available in [q] prior to being completed -- it's when they are completed that they decide whether to join with rivers (and thereby be deleted as pondable buildings).  Maybe it's getting confused about the river connections.  I'll put it on the list.  A save after it has already happened won't help -- I need to be able to add the pond and see it break down.  If it isn't easily predictable, it might be hard to get a save like that though.
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