Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - Major Release 14SEP10 - World Topography
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic ClosedMajor Release 14SEP10 - World Topography

 Post Reply Post Reply Page  <12345 8>
Author
GM Stormcrow View Drop Down
Moderator Group
Moderator Group
Avatar
GM

Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
Direct Link To This Post Posted: 15 Sep 2010 at 17:11
Most issues with the topography release are now fixed, we think, with this patch.

Thanks for your patience.
Back to Top
Ottar View Drop Down
New Poster
New Poster
Avatar

Joined: 14 Apr 2010
Status: Offline
Points: 21
Direct Link To This Post Posted: 15 Sep 2010 at 15:40
First reaction to the new topography was it is not too restful on the eyes, particularly heavily wooded areas and mountainous areas. Seeing the poor NPC's swimming to keep afloat was quite amusing. If you wanted to besiege one of these island cities, your army would be splashing around a  bit. I guess that could put some players off. I hope the players surrounded by water don't mind submerged sov' squares.
On a more serious note, whilst topography has a factor on troop performance has anyone looked at the weather? For example, bowmen perform poorly in heavy rain or windy conditions. Armoured units would find it hard going in snow, particularly in mountainous areas. Has anyone looked at this?
 
Back to Top
Raritor View Drop Down
Wordsmith
Wordsmith
Avatar

Joined: 20 Apr 2010
Location: Spain
Status: Offline
Points: 151
Direct Link To This Post Posted: 15 Sep 2010 at 14:42
Hi,

I'd like to know how naval units are going to be used.

I am going to build a new city, so does it need to be next to a river or lake?

Will cities not next to one of these squares be able to build channels or something like that?

Thanks for the support
Back to Top
bartimeus View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 09 Jul 2010
Location: Right behind U
Status: Offline
Points: 222
Direct Link To This Post Posted: 15 Sep 2010 at 13:56
Yes thats the point! So far you cann't really use magic in an offensive way.
Bartimeus, your very best friend.
Back to Top
Zangi View Drop Down
Forum Warrior
Forum Warrior


Joined: 15 Jul 2010
Status: Offline
Points: 295
Direct Link To This Post Posted: 15 Sep 2010 at 13:11
But, spell range kinda doodles all over that friend thing. 
And it can just as easily be used as an attack tool to switch up someone's sovereign square...  or potential sovereign square...
Back to Top
bartimeus View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 09 Jul 2010
Location: Right behind U
Status: Offline
Points: 222
Direct Link To This Post Posted: 15 Sep 2010 at 08:24
When we get the terraforming spell, race should only be able to create a certain type of terrain.
Orc would create hills, elves forest, darves mountain, human plain. 
This will force people to have friends from another race. 
Bartimeus, your very best friend.
Back to Top
GM Stormcrow View Drop Down
Moderator Group
Moderator Group
Avatar
GM

Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
Direct Link To This Post Posted: 15 Sep 2010 at 07:48
Originally posted by WildBill WildBill wrote:

I hate to say it but the map looks like crap.   Secondly, you said squares within 5 squares of your cities wouldn't change, which they have.   I settled my last city with plans on it for soveriegn squares, its still a small city so I never claimed any of the squares yet.  Of the 5 squares I was planning on using only 1 is left and the others are now all useless for the plans I had.  Maybe a heads up that only the squares directly around the city would have been in order so I could have claimed the squares before you went ahead with the map change would have been nice.   And again the map looks terrible to me, all I see is a big green clump around my cities where there use to be mountains and hills.



Hi WildBill,

We will, over time, be providing more (new) icon variation and flow between the tiles, so they should look more naturalistic than they currently do.

Regarding your second point, I think this may have been a misunderstanding, and perhaps we weren't clear enough.

What we originally said was:

Originally posted by GM Stormcrow GM Stormcrow wrote:


We've even written the algorithm so that it won't touch the 5 squares around any currently settled square...

... and by this we meant your city square and the squares N, S, E & W of it, to make up the "5 squares".

Best,

SC


Back to Top
GM Stormcrow View Drop Down
Moderator Group
Moderator Group
Avatar
GM

Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
Direct Link To This Post Posted: 15 Sep 2010 at 07:43
Originally posted by WildBill WildBill wrote:

I'm almost ready to settle another city and just want to clarify something that was said earlier about the ancient forests turning into dolmens but still producing high amounts of wood.  I was planning on settling my city near a couple of dolmens that are now ancient forests, so they will also stay as high food production squares?


The resource distribution underneath any and every NPC tile has not changed - and will not change.  Whatever it was last week is what it is today and will be tomorrow.  The icons may have changed, but nothing else.

Regards,

SC


Back to Top
GM Stormcrow View Drop Down
Moderator Group
Moderator Group
Avatar
GM

Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
Direct Link To This Post Posted: 15 Sep 2010 at 07:41
Originally posted by Akita Akita wrote:

I guess it makes sense and it's somewhat nice for the defender (if they settled it for the defensive bonus, that is)... although, I can only assume it's going to get a bit weird for the attackers.
I mean, an attacker that won't have a clue what terrain bonuses they're going to get there unless they attack first with a probe army (since a city might have, say, plains bonuses yet be listed as woods on the map, which totally changes the ranged/cavalry expected bonus spread around, from one extreme to the other).



That's actually a *very* good point, Akita - and one that I'd overlooked entirely.

The other option (which is probably preferable at this point) is to return the underlying city terrain description back to what it was and also leave the resource distribution as it is. This means that we have resource anomalies compared to the unsettled squares, but that's of less impact than having an unexpected combat terrain type.

In fact I think that's the only sensible option here.

Best,

SC
Back to Top
Beengalas View Drop Down
New Poster
New Poster


Joined: 08 Aug 2010
Status: Offline
Points: 34
Direct Link To This Post Posted: 15 Sep 2010 at 06:55
Some people wheren't so lucky:

158|282

Otherwise, so far I have no real opinion on this. I will wait and see how it evolves. But I lost my future sov. tiles! :(
Back to Top
 Post Reply Post Reply Page  <12345 8>
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.