As it is right now, you can't build tunnels underwater because you can't build below sea level.
Water is also limited to sea level only, with high plateaus having no little to no lakes whatsoever and low areas with tons of sea if you set the sea level to very high. There is also the fact that you raise the land in water, make a hole, and clear away the water to make something like this:
So it is possible to create dry areas at sea levels, and theoretically possible to create dry spots under sea level with this technique.
Building under sea level/Underwater tunnels
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- bigyihsuan
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Re: Building under sea level/Underwater tunnels
There is a patch for OpenTTD that includes underwater tunnels aka Channel Tunnels but I dunno how old it is now and its not part of the stable or nightly openttd releases
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Re: Building under sea level/Underwater tunnels
By the way, with more than 16 height levels in current trunk, it would be possible to define water height level higher than 0.
It would give opportunity to generate real underwater relief and therefore build underwater tunnels under shallow sea, without artificial patches.
It would give opportunity to generate real underwater relief and therefore build underwater tunnels under shallow sea, without artificial patches.
- bigyihsuan
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Re: Building under sea level/Underwater tunnels
Now that would be interesting. Imagine if large boats were limited by the underwater geography and couldn't go up 1-tile canals and rivers.McZapkie wrote:By the way, with more than 16 height levels in current trunk, it would be possible to define water height level higher than 0.
It would give opportunity to generate real underwater relief and therefore build underwater tunnels under shallow sea, without artificial patches.
Although the question is how would you see underneath the surface with current water graphics? Translucent water tiles?
Re: Building under sea level/Underwater tunnels
I'm not sure if limiting ships using sea depth is a good idea, there is already possibility to limit speed and therefore make rosters for open sea, for rivers/canals or universal ones.bigyihsuan wrote: Now that would be interesting. Imagine if large boats were limited by the underwater geography and couldn't go up 1-tile canals and rivers.
Although the question is how would you see underneath the surface with current water graphics? Translucent water tiles?
But having some tiles deep would give opportunity to:
[*]build underwater tunnels if sea bed is not below 1
[*]limiting building bridges if sea is deeper than given setting (there is already such setting for terrain).
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Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
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Re: Building under sea level/Underwater tunnels
This is what I am looking for. Is there a way to set the default terrain starting depth? I would like to set the terrain height at 3 when generating new worlds, water bodies would also default to this height, with a depth of 1.
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