Page 1 of 1
[0.7.5] Island Start
Posted: Thu Nov 28, 2013 10:00 am
by Zemerson
I have an image of a start on a random map, it started me on an island that I can't get off.
Re: [0.7.5] Island Start
Posted: Thu Nov 28, 2013 10:36 am
by rk84
Re: [0.7.5] Island Start
Posted: Thu Nov 28, 2013 12:22 pm
by ssilk
Seems, that the player should be able to built a bridge/land from beginning.
Re: [0.7.5] Island Start
Posted: Thu Nov 28, 2013 5:11 pm
by Nova
In my opinion it IS a bug, just not an important one. ^^
Re: [0.7.5] Island Start
Posted: Thu Nov 28, 2013 5:42 pm
by Dysoch
Nova wrote:In my opinion it IS a bug, just not an important one. ^^
If i am correct it very tricky to fix as a bug.
That is because of the fact that they need to add an check interface to search the surroundings of the start location to see if there is a way off the island. Considering that i once started a game, and found out after 24 hours that there is no way off the island (was a huge island) the search radius has to be large. That simply means longer generating of terrain, or even in some cases (if it keeps detecting a closed off island, and generates a new land) an nearly infinite loop.
So my advise is, dismiss this as a flaw, not a bug. Its relative easy to click restart and start in a new island (thats my opinion)
Re: [0.7.5] Island Start
Posted: Thu Nov 28, 2013 10:17 pm
by ssilk
I don't see any big issue against enabling the player to gain land. Not big amounts, only tile by tile. (*)
How would it be to have always a big (or endless?) dirt-resource two tiles away from start? Could not be mined by miners/only the player can use it to dig dirt and put it into water to gain land and built - I this case - a bridge to the continent? And takes a while, but as Dysoch says: he can restart.
(*) interesting: the other way (remove land, replace with water) is much more useable to trick the game out. Simplest example: make water around some nests. But I found no good way to trick the game by gaining land, or did someone have an idea?
Re: [0.7.5] Island Start
Posted: Thu Nov 28, 2013 10:33 pm
by Garm
I do believe giving player an ability to traverse the water is much more elegant, than adding crutches to the worldgen.
- wooden bridges (allow only player/biter movement)
- stone\steel bridges (allow train/car movement)
- water pumps slowly draining water from lakes.
and so on and so forth.
Re: [0.7.5] Island Start
Posted: Fri Nov 29, 2013 5:42 pm
by cube
All of you are right! It is a bug, kinda difficult one to solve, and not very critical one. Later in the development we will probably add some ways to traverse water: wading through shallow water, boats, or bridges (also on the "nice to have" list is a terrain generator that can make river systems to add some more realism to the world).
For now just regenerate the game

Re: [0.7.5] Island Start
Posted: Sun Jan 12, 2014 10:43 pm
by Wardiaper
I haven't played this for a while, but I was just thinking about this after messing with the editor today how great it would be to have island maps and having to build bridges to connect everything and get to all the resources.
Re: [0.7.5] Island Start
Posted: Mon Jan 13, 2014 1:06 am
by ssilk
Much better idea: this is a planet, right?
I calculated some times ago, that a typical PC can store enough land for a quarter of Luxembourg. What if we "surrounded" the world after that size? I mean: planets are round. If we drive an hour in one direction, we have surrounded the world.
