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Topic ClosedMajor Release 14SEP10 - World Topography

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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
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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?
 
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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.
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Direct Link To This Post Posted: 15 Sep 2010 at 17:38
Originally posted by Raritor Raritor wrote:

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


Hi Raritor,

The short answer is "we don't know, because we haven't really started working on them yet, and won't for a good few months" Smile

One thing I can certainly say is that the naval side of Illyriad will definitely require access to water in some way Wink

The longer answer is that we would like to do naval combat, piracy, ship transport, river and lake transport barges, siege ships, ramming galleys, building canals and locks... and everything else we can think of that will give players more options in Illyriad.  But we don't know when this will happen - though I'd say that 2010 is out of the question - and we don't know exactly what form this will take when it's released.

Seriously though, I don't want players to get too caught up in planning for the mechanics of what we may do in the future - whether that's regarding seas and navies, or trade and factions.

Best,

SC
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Direct Link To This Post Posted: 15 Sep 2010 at 18:49
I think it's going to take the world map before anyone can make real sense of what you guys have done here....
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Direct Link To This Post Posted: 15 Sep 2010 at 18:59
Originally posted by KillerPoodle KillerPoodle wrote:

I think it's going to take the world map before anyone can make real sense of what you guys have done here....

Sometimes it's like you're reading my mind, KP...

Scary.

World Map available above.
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Direct Link To This Post Posted: 15 Sep 2010 at 19:40
Nice. Very nice.
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Direct Link To This Post Posted: 15 Sep 2010 at 23:38
I must say, this is an awesome update and would bring many new factors to the current oplitical structure of the realm at large.

The ONE point i feel i HAVE to complain about is the fact that there are ONLY large seas at the southern edge of the map. Why only there? Can we not have other large seas which will require naval power to be exerted in that part of the map as well? Such as the north west and north east corners?


I know that changing the map as drastically as that at this point would prob be impossible, but i feel i needed to voice my concern over this point regardless.

Also, it's a bit late and only now decided to post, so i havent read the last several pages of the thread, and thus i don't know if this issue has been adressed. So i apologise if i bring up an old subjest.

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Direct Link To This Post Posted: 15 Sep 2010 at 23:39
Great work so far SC and all the team, can i check with 1 point, when will people who want to move be allowed to move their cities as they may have located some places on the map now but if this move is a way off these squares may well be taken by either new players or settlers.
I new factions are still to come but i know some people may wish to move before this comes into play.
Cheers Smile
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Direct Link To This Post Posted: 16 Sep 2010 at 00:54
biomes open up many possibilities.  one that I see is the use of different types of cities. here are 2 suggestions:
trade camps: low cost for moving, small defense bonus for wall, trade based buildings (new cities would open up new building types for certain city types)
Harbors: can only be built and moved along rivers, ship based production.

these city types could let more maneuverability into trading. 
Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
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