While researching some map locations for future scenarios I have come across some abnormality/glitches such as non-connecting railroads and the side-by-side bridges that create the circle loop thing?
How do I go about reporting those locations for review/correcting?
I made changes and I hope in the next patch we will add a fixed map.
Also I’ve found a couple new errors so I fixed them too.
I would like to talk about the nature of these bugs. Technically, these are not bugs, the game understands the data correctly and units move in such places without any problems, i.e. the correction of such places does not essentially affect the gameplay, but I agree that cosmetically it does not look elegant)
In the first case, there is a lack of the variety of bridges. At the moment, the bridge system is quite simplified and consists of only one single type of “bridge”. Depending on which cells the bridge is adjacent to, the corresponding bridge is displayed in the game: if the bridge connects a dirt road then it appears as “light”, if it connects an asphalt road, then it displays as “stone”, if it connects a railway, then it appears as stone with a railway inside.
In the event that the bridge is adjacent to the bridge, the game tries to connect it and assign a single type, so you see how the bridges are connected between each other. Technically, this is solved by creating another data type “bridge2” which will be drawn on an adjacent cell with bridge1 and they will not intersect with each other. The autobahn has the same principle, plus only highways can connect to the autobahn in order to avoid situations when the dirt road did not create an intersection with the autobahn.
In the future I would like to have different types of bridges and their individual characteristics, but this requires some revision of the principles and we hope to do something about it in the future.
The second problem is a bit more complicated. The intersection of the road and the railway proceeds from the principle that the road goes its own way and the railway, approaching the usual road, simply becomes adjacent to it and continues immediately after it, that is, there is no separate type of “railway intersection” in this way it is fashionable to avoid huge types additional data. But this carries a certain drawback: when the railway abuts against the usual road, the system begins to search for the continuation of the road in neighboring cells and when it finds them, it builds a crossing between them. But the principle of making a diagonal road is on a different plane: the game should know that the diagonal begins with an inextricable road and if it does not see the railway at the crossing (and technically it is not there) then it breaks the connection in this place. this can be avoided only by extending the railway a little ahead and even then begin to diagonal movement, but it is far from always possible to do this (especially in densely cities).
The only thing that does not bother us in this is that the railways are technically a cosmetic element of the game. trains don’t run on them, but maybe in the future we can do something about it and for this we still draw them)