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OssianII
Forum Warrior Joined: 05 Sep 2017 Location: Penarth Status: Offline Points: 307 |
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Shaolin Master: "Young Man? How is it that you do not know this ?
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Bill Cipher
Wordsmith Joined: 28 Mar 2016 Location: The Universe Status: Offline Points: 180 |
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Actually, not multi accounters well i guess it would be a way but not efficient, you see the poll doesn't limit you to just one vote.
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GM Stormcrow
Moderator Group GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3926 |
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Hey Rill, Yes, I can confirm that Tenaril's Spell of Ultimate Teleportation was introduced in 2010, specifically to allow players to relocate their cities because we completely changed the world map. The world map was originally entirely randomly generated; there were no biomes, forests, mountain ranges, jungles, deserts, water, steppes etc. Each tile was un-related to the nearby tiles, and you could just as easily have a volcano next to a forest next to grassland next to a hill. By way of example, here's a nostalgia-inducing screenshot from Illy v1! And here's the Northern border of elgea, ever so subtly blended into the grasslands below. What we did to change the map - to actually produce naturalistic-looking terrain - was generate a set of Gaussian and Perlin noise algorithms with varying seeds, to generate topographical height maps, and then assign them terrains. Here's the topographical height map we originally generated: Overlaid on top of this noise map were seas... ... Rivers (which were laboriously hand drawn onto the map to follow a basic flow direction from higher grounds to the sea)... ... and the application of biomes (using the WWF classification system running from Polar Ice Sheet through Tundra and Taiga, from Subtropical Dry Broadleaf Forests through to Xeric Shrublands and Desert)... Finally, hand-drawn regions were overlaid. I found a first draft of this, including some regions names that never made it such as Erra (Ursor), Beirwan (Windlost), Parl (Ragallon), misplaced Ragallon (now Kal Tirikan), Qul (Kul Tar) and the wonderfully creative and mysterious "Elven Name" (Lan Larosh), "Orcish Name" (Mal Motsha) and "Dwarven Name" (Tor Carrock)... Finally, rough faction placements were overlaid: So anyway... we went from a random hodge-podge map (of the Travian-ilk) to an actual proper map; but felt it critical to allow all the existing players to move their cities to preferred locations - hence the Tenaril spell; allowing players to keep their underlying terrain. We didn't have sovereignty at this time, so moving the city resource allocation only worked fine. Once all the moves were done, we left a single-use Tenaril in place for each account's Capital City, simply because we felt players might wish to change their mind about a chosen location (this was pre-exodus!) Terraforming was an unanticipated side-effect. Hope that sheds some light! Best, SC EDIT: Typo
Edited by GM Stormcrow - 22 Mar 2018 at 17:03 |
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Neytiri
Wordsmith Joined: 25 Nov 2010 Location: California Status: Offline Points: 123 |
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Two accounts is plenty.
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"It is well that their bodies know the heat and the cold; it will make them strong warriors and mothers." - Absaroke elder (from Edward S. Curtis's book 'The North American Indian')
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Thexion
Forum Warrior Joined: 17 Apr 2010 Status: Offline Points: 258 |
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Norwald has turned to Norweld? Wald being too german?
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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 7078 |
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Thanks for the info, GM SC. Your information is consistent with what I learned in my research as player council geographer, but has much more detail. Iirc, animals appeared after the terrain change so ... was there an ark during the flood? Or was that unnecessary?
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