Trains

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psychowico
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Re: Trains

Postby psychowico » Sat Mar 31, 2012 9:47 am

Oasis wrote:Just thinking of this logistically....towns are dynamically named, so how would you choose a location for the track to go to?


I see few ways, this isn't big problem in my opinion.
Only "logistically" problem that I can see now is laying track on water ;) (When two locations on one island have water between them)
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SekoETC
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Re: Trains

Postby SekoETC » Sat Mar 31, 2012 10:03 am

It could probably check every x pixels if that pixel is inside a water polygon and either prevent building tracks or require a bridge.
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psychowico
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Re: Trains

Postby psychowico » Sat Mar 31, 2012 10:54 am

SekoETC wrote:It could probably check every x pixels if that pixel is inside a water polygon and either prevent building tracks or require a bridge.


I am not sure about map data structures, but this should be possible.
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Ice-Man
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Re: Trains

Postby Ice-Man » Sat Mar 31, 2012 1:37 pm

Oasis wrote:Just thinking of this logistically....towns are dynamically named, so how would you choose a location for the track to go to?


A town needs to build a train station before it would be possible for it to lay tracks. Every type of train station will have a 'radius of operation' just like radios. If another town in that radius has a train station of their own it would be possible to connect these two towns with railroad. Resources needed would be dynamically calculated based on distance. If there is a pool of water in the way the system would check if there is connection by land and add more resources to compensate either bulding around the lake or making a brigde through it.
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psychowico
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Re: Trains

Postby psychowico » Sat Mar 31, 2012 1:57 pm

Uhhh.. :shock:
Sounds really nice for me.

But maybe on this list characters will have only locations that they see before (has private name for it). To not getting knowladge from air.
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