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Yhina
Greenhorn
Joined: 04 May 2012
Status: Offline
Points: 61
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Topic: Exodus Alters Underlying Terrain...? Posted: 14 Oct 2013 at 11:51 |
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Maybe it just changes the terrain type, and not its "stats"..
I have just exodus-ed from a large mountain, and it went "poof", becoming a 55555 plains.
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Darmon
Forum Warrior
Joined: 15 Aug 2012
Status: Offline
Points: 315
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Posted: 08 Aug 2013 at 17:38 |
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Here's a fun update: Exodus does indeed seem broken, since I just saw it revert a 7-food/3-wood spot that was "Fertile Ground" into a 7-food/3-wood spot that was just "Plains" (which as you may know, is not a naturally occurring terrain combination, and should not be showing up under the conditions where terrain should be reverting to what SC called "underlying" terrain).
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Darmon
Forum Warrior
Joined: 15 Aug 2012
Status: Offline
Points: 315
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Posted: 25 Apr 2013 at 06:44 |
GM Stormcrow wrote:
QFT - the system attempts to revert land to what it should have been after the Poussin/fractal terrain, elevation and biome seeding; if the recently evacuated terrain isn't currently what it should be in the eyes of the system.
The map contains concepts of each square's current terrain type, its underlying terrain type (which is what it was intended to be after the seeding), and its original terrain type (what it was when the map was first created, before the seeding).
Hope that helps.
SC |
Hmm, something just occurred to me to ask. I assume the data contained in the datafile_worldmap.txt data dump is the "current" terrain type (since I think I've seen that file change, which the other two terrain types -- underlying and original -- shouldn't); is that correct?
And a follow-up question, assuming that's accurate...I don't suppose it would be worth the effort on your end to ask if you could make the other data sets publicly available? I can imagine some app developers would be greatly interested in the "underlying" data, to see what the potential of each square is...though perhaps that would spoil the surprise? (The "original" data I only included so he wouldn't feel left out; who knows though, maybe someone would be interested in looking at historical data.)
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Hora
Postmaster
Joined: 10 May 2010
Status: Offline
Points: 839
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Posted: 10 Apr 2013 at 11:49 |
Darmon wrote:
Rill wrote:
This explains some terraformed squares that seemed to change after cities were razed. I had seen it happen a few times, but it was not very common. So terraforming and then razing a city is not as "safe" as terraforming and then capturing a city. Likewise, the proposal by some (I think EF in particular) to terraform by doing multiple Exo-Tenarils and then razing cities and claiming sovereignty might not work out so well. |
Hmm. Strangely, EF's results seemed to indicate that the terraform would remain, but the town that is on the test spot (-710/844) now is on 5-food. I wonder if that's because the terraform failed, or someone just teleported a town on top of it. I wish there was some sort of way to view the history for a specific square. Oh the stories they would tell... |
Yeah, perhaps make it a research... ...Perhaps some geomancer cutting down a tree to count the year-rings, or something like that 
...oh, yes, and of course this research would be needed to subsequently research terraforming... 
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Darmon
Forum Warrior
Joined: 15 Aug 2012
Status: Offline
Points: 315
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Posted: 10 Apr 2013 at 00:12 |
Rill wrote:
This explains some terraformed squares that seemed to change after cities were razed. I had seen it happen a few times, but it was not very common. So terraforming and then razing a city is not as "safe" as terraforming and then capturing a city. Likewise, the proposal by some (I think EF in particular) to terraform by doing multiple Exo-Tenarils and then razing cities and claiming sovereignty might not work out so well. |
Hmm. Strangely, EF's results seemed to indicate that the terraform would remain, but the town that is on the test spot (-710/844) now is on 5-food. I wonder if that's because the terraform failed, or someone just teleported a town on top of it. I wish there was some sort of way to view the history for a specific square. Oh the stories they would tell...
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 09 Apr 2013 at 04:42 |
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This explains some terraformed squares that seemed to change after cities were razed. I had seen it happen a few times, but it was not very common. So terraforming and then razing a city is not as "safe" as terraforming and then capturing a city. Likewise, the proposal by some (I think EF in particular) to terraform by doing multiple Exo-Tenarils and then razing cities and claiming sovereignty might not work out so well.
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DeathDealer89
Postmaster
Joined: 04 Jan 2012
Status: Offline
Points: 944
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Posted: 09 Apr 2013 at 03:56 |
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Whew was worried I was gonna lose my terraformed mountain.
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 09 Apr 2013 at 02:58 |
DeathDealer89 wrote:
So does this mean when we exodus to a sq that it may not be the same terrain as it should be when our city lands?
If so was that intended, if not will it be fixed?
Or is this purely for when our cities leave? |
It's only when city spots are vacated, either by abandonment, razing, exodus or, I believe, Tenaril's.
Nothing to worry about, it's always been this way, and we're not changing anything.
SC
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DeathDealer89
Postmaster
Joined: 04 Jan 2012
Status: Offline
Points: 944
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Posted: 09 Apr 2013 at 02:56 |
So does this mean when we exodus to a sq that it may not be the same terrain as it should be when our city lands?
If so was that intended, if not will it be fixed?
Or is this purely for when our cities leave?
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 09 Apr 2013 at 02:51 |
Salararius wrote:
This may be unrelated, but I recall that at some distant point in the past the devs made significant changes to the land of Illyriad (IIRC, it was the same time they introduced biomes). Of course, squares with cities were not changed so as not to disrupt player cities. Perhaps they coded it so that when the cities are removed (for whatever reason) the land changes they meant to implement were implemented? |
QFT - the system attempts to revert land to what it should have been after the Poussin/fractal terrain, elevation and biome seeding; if the recently evacuated terrain isn't currently what it should be in the eyes of the system.
The map contains concepts of each square's current terrain type, its underlying terrain type (which is what it was intended to be after the seeding), and its original terrain type (what it was when the map was first created, before the seeding).
Hope that helps.
SC
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