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Water: allow rivers (slopes) for navigation #4711

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DorpsGek opened this issue Aug 4, 2011 · 6 comments
Closed

Water: allow rivers (slopes) for navigation #4711

DorpsGek opened this issue Aug 4, 2011 · 6 comments
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enhancement Issue would be a good enhancement; we accept Pull Requests! flyspray This issue is imported from FlySpray (https://bugs.openttd.org/)

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@DorpsGek
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DorpsGek commented Aug 4, 2011

George opened the ticket and wrote:

It would be nice if rivers could be used for ship navigation. Currently they are not useful, because river requires locks to be build on slopes, that costs too much for the beginning of the game.
It disallows to make real-map based scenarios of the regions, where ship navigation is the main transportation way of cargo transportation.
This would also improve placing of water based ECS industries, because it would allow wider range of placing them on the map, especially on hilly maps. Currently there are too many industries near water and a lot of free place on the hills.

Reported version: 1.1.1
Operating system: All


This issue was imported from FlySpray: https://bugs.openttd.org/task/4711
@DorpsGek
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rini17 wrote:

This problem can be solved by much cheaper building of canals/locks on river tiles than on land. Currently it is the same price which is nonsense. And it seems quite easy to implement.

Maybe it is also possible to do easily that building canals on tiles next to river is cheaper. Overall, it would make rivers much more useful.


This comment was imported from FlySpray: https://bugs.openttd.org/task/4711#comment10345

@DorpsGek
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George wrote:

That is not a solution. Locks requires at least 2 flat tiles between 2 height levels, that fits only for very smooth landscape, while rivers can be located in mountains and change level even without flat tiles.


This comment was imported from FlySpray: https://bugs.openttd.org/task/4711#comment10346

@DorpsGek
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rini17 wrote:

This is why I propose to enable lower price also for neighboring tiles to rivers, is increases probability that there is suitable terrain for lock. Despite I like to play alpine terrain, still majority of rivers were 100% usable as canals. But the building price pissed me off.


This comment was imported from FlySpray: https://bugs.openttd.org/task/4711#comment10347

@DorpsGek
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andythenorth wrote:

FISH / Squid grf 'fixes' building costs for canals and locks. Still the locks are too big, they take up too much space. Rivers should be more fun + useful in game.

I am +1 to navigable rapids, with a speed penalty and a ship property for 'can navigate rapids'.


This comment was imported from FlySpray: https://bugs.openttd.org/task/4711#comment12844

@DorpsGek DorpsGek added Core flyspray This issue is imported from FlySpray (https://bugs.openttd.org/) labels Apr 7, 2018
@TrueBrain
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I can only agree to this if going upstream slows a ship down :D (just kidding). Cool idea :)

@frosch123 frosch123 removed the Core label Apr 14, 2018
@andythenorth andythenorth added stale Stale issues and removed stale Stale issues labels Jan 5, 2019
@andythenorth
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Although this would be nice to have, it isn't something we expect to fulfill in the next year, and on that basis I'm closing it. We do this to keep the project manageable, productive and fun. We hope you do understand. Thanks for contributing though! Here you can find more about how we handle feature requests.

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enhancement Issue would be a good enhancement; we accept Pull Requests! flyspray This issue is imported from FlySpray (https://bugs.openttd.org/)
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