Author Topic: Drill To Aquifer - Twice!  (Read 2789 times)

0 Members and 1 Guest are viewing this topic.

Offline Buster's Uncle

  • In Buster's Orbit, I
  • Ascend
  • *
  • Posts: 49279
  • €532
  • View Inventory
  • Send /Gift
  • Because there are times when people just need a cute puppy  Soft kitty, warm kitty, little ball of fur  A WONDERFUL concept, Unity - & a 1-way trip that cost 400 trillion & 40 yrs.  
  • AC2 is my instrument, my heart, as I play my song.
  • Planet tales writer Smilie Artist Custom Faction Modder AC2 Wiki contributor Downloads Contributor
    • View Profile
    • My Custom Factions
    • Awards
Drill To Aquifer - Twice!
« on: April 14, 2013, 09:08:46 PM »
I noticed this because I like to squeeze an extra EC outta boreholes, which keep the aquifer in the square, not starting a river.

Watch what happens when I move this former onto the isolated puddle and hit "q" .  This happens everywhere, not just the poles.



Obviously, the game checks for adjacent water, not for whether there's river in the square.  It's hard to see if the water is there in a borehole with a former on it (or just a empty borehole square) and I have lost/wasted MORE former turns when I miscounted or forgot to count how many formers are drilling to aquifer where an aquifer already is.

How hard would it be to add a line of code checking for that and preventing it?

Offline scient

Re: Drill To Aquifer - Twice!
« Reply #1 on: April 14, 2013, 11:45:47 PM »
Not even one line of code, more like one byte change to loop check.  Looks like mistake with setting range of loop checking through tiles.  Adding one more loop through checks the initial tile as well.

Offline Buster's Uncle

  • In Buster's Orbit, I
  • Ascend
  • *
  • Posts: 49279
  • €532
  • View Inventory
  • Send /Gift
  • Because there are times when people just need a cute puppy  Soft kitty, warm kitty, little ball of fur  A WONDERFUL concept, Unity - & a 1-way trip that cost 400 trillion & 40 yrs.  
  • AC2 is my instrument, my heart, as I play my song.
  • Planet tales writer Smilie Artist Custom Faction Modder AC2 Wiki contributor Downloads Contributor
    • View Profile
    • My Custom Factions
    • Awards
Re: Drill To Aquifer - Twice!
« Reply #2 on: April 14, 2013, 11:57:12 PM »
You da man.  ;b;

BTW, contrary to what you said on Skype, the game at least displays those one-tile bodies of water as "river".

   O:-)

Offline scient

Re: Drill To Aquifer - Twice!
« Reply #3 on: April 15, 2013, 12:07:40 AM »
No, I was incorrect.  The one square bodies are considered rivers but they aren't considered "river source" anymore.

Offline Buster's Uncle

  • In Buster's Orbit, I
  • Ascend
  • *
  • Posts: 49279
  • €532
  • View Inventory
  • Send /Gift
  • Because there are times when people just need a cute puppy  Soft kitty, warm kitty, little ball of fur  A WONDERFUL concept, Unity - & a 1-way trip that cost 400 trillion & 40 yrs.  
  • AC2 is my instrument, my heart, as I play my song.
  • Planet tales writer Smilie Artist Custom Faction Modder AC2 Wiki contributor Downloads Contributor
    • View Profile
    • My Custom Factions
    • Awards
Re: Drill To Aquifer - Twice!
« Reply #4 on: April 15, 2013, 12:19:09 AM »
I read somewhere -I assume it was some sort of official documentation- that boreholes being deep holes, rivers flow into them and vanish.  The same is obviously true even when the source is in the same square.

...

OT side-question:  not too long ago, there was discussion of the old "14 Factions at once" question, probably in Modding.  Yitzi and kyrub seemed to agree that it wasn't feasible, if for no other reason than Planetary Council display taking too much room - as something of an authority on the graphic side, I'm not entirely persuaded (something might could be done with two rows of factions, IMAO). 

Are you interested in weighing in, and as a related side-issue, how do you feel about moving all patch discussion into Bug Reports, even the outright modding, not-so-much-bug-related stuff?  (I should solicit their opinions about moving things, too, especially Yitzi's.)

Offline scient

Re: Drill To Aquifer - Twice!
« Reply #5 on: April 15, 2013, 01:34:05 AM »
Increasing amount of factions would be difficult because the game is designed to only handle 7 factions (with one native AI) as core part of engine.  Even adding one faction would require editing large amounts of code that it would be unfeasible without some kind of source.

As for moving all patch related discussion into here, I'd be fine with that.  Everything would be more concentrated.

Offline Yitzi

Re: Drill To Aquifer - Twice!
« Reply #6 on: April 15, 2013, 02:10:13 AM »
Yeah, I'm fine with that.  You might want to rename it "Bug/Patch discussion" if you do that, though.

Offline Buster's Uncle

  • In Buster's Orbit, I
  • Ascend
  • *
  • Posts: 49279
  • €532
  • View Inventory
  • Send /Gift
  • Because there are times when people just need a cute puppy  Soft kitty, warm kitty, little ball of fur  A WONDERFUL concept, Unity - & a 1-way trip that cost 400 trillion & 40 yrs.  
  • AC2 is my instrument, my heart, as I play my song.
  • Planet tales writer Smilie Artist Custom Faction Modder AC2 Wiki contributor Downloads Contributor
    • View Profile
    • My Custom Factions
    • Awards
Re: Drill To Aquifer - Twice!
« Reply #7 on: April 15, 2013, 02:27:25 AM »
Definitely - I was thinking "Bug Reports & Patch Discussion", but yours might be better for brevity. 

Anyone else?

Offline Buster's Uncle

  • In Buster's Orbit, I
  • Ascend
  • *
  • Posts: 49279
  • €532
  • View Inventory
  • Send /Gift
  • Because there are times when people just need a cute puppy  Soft kitty, warm kitty, little ball of fur  A WONDERFUL concept, Unity - & a 1-way trip that cost 400 trillion & 40 yrs.  
  • AC2 is my instrument, my heart, as I play my song.
  • Planet tales writer Smilie Artist Custom Faction Modder AC2 Wiki contributor Downloads Contributor
    • View Profile
    • My Custom Factions
    • Awards
Re: Drill To Aquifer - Twice!
« Reply #8 on: April 17, 2013, 05:59:47 PM »
Okay, kybub was by yesterday and has had a chance to weigh in - so with apologies if he doesn't like the idea, (it can always be changed back if there's enough objection) I'm going to change the name and move any patch/bug threads I stumble over here. 

Anyone is welcome to point out threads that ought to go here - scient can move anything down from the ToE forum if he sees a report first, but I have to do threads from Modding.

 

* User

Welcome, Guest. Please login or register.
Did you miss your activation email?


Login with username, password and session length

Select language:

* Community poll

SMAC v.4 SMAX v.2 (or previous versions)
-=-
24 (7%)
XP Compatibility patch
-=-
9 (2%)
Gog version for Windows
-=-
103 (32%)
Scient (unofficial) patch
-=-
40 (12%)
Kyrub's latest patch
-=-
14 (4%)
Yitzi's latest patch
-=-
89 (28%)
AC for Mac
-=-
3 (0%)
AC for Linux
-=-
6 (1%)
Gog version for Mac
-=-
10 (3%)
No patch
-=-
16 (5%)
Total Members Voted: 314
AC2 Wiki Logo
-click pic for wik-

* Random quote

What goes up...better doggone well stay up.
~Morgan Gravitonics, Company Slogan

* Select your theme

*
Templates: 5: index (default), PortaMx/Mainindex (default), PortaMx/Frames (default), Display (default), GenericControls (default).
Sub templates: 8: init, html_above, body_above, portamx_above, main, portamx_below, body_below, html_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 45 - 1228KB. (show)
Queries used: 39.

[Show Queries]