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Terrain

I'm for it, if it's easy to do. Effects should be kept small, though. More of a novelty than a thing that often decides combat outcome. How about this:

Swamp = half movement. Too big effect really, but how can we make it smaller? Maybe all MP beyond the first one are halved, so MP 2 becomes 1½ and MP 3 becomes 2.

Hill = +1 shield for all units?

Mountain = +2 shields for all units?

Forest = accuracy on all shots is reduced by 1.

These effects are not that exciting, can't think of much.

On a second thought, let's leave the feature out.
It's more like a Civ-game bonus for an overland square, which is strange in a game that uses special tactical screen.

If there's any consideration for terrain, it should be a movement bonus for Foresters in forest squares, Mountaineer in mountains and hills. I still cannot see this implemented.

Fine with me, but thanks for the idea smile

I think adding terrain dependent variety is a very good idea. It should be implemented on both the strategic and the tactical level. The movement points are already implemented in both. I do not know if in combat: standing on a small hill gives any bonus to defenders or not. Does anyone know? I think we should reward the defenders overall, like in Civ. How about this?
Strategic:
1. Battles on forest: +1 shield to all defenders, hill: +2 shield to all defenders, mountain: +1 attack and +2 shield to all defenders, swamp: -1 shield for both sides, desert: -1 shield to defenders. Shore: -1 shield to all defenders.
2. No movement modifications.
3. Ignore the terrain where the attack comes from.
Tactical:
4. In addition, on tactical map any unit standing on any obstacle that slows down movement gets +2 shield.
Is this feasible?

I understand how these effects are more interesting but I think we're going to run into AI/player issues.

Like what? Assume that the AI will be too stupid to use it well? In the current AI yes, but I think there is easy fix for this, especially if we do external AI. Besides, these I would consider minor changes to make or break an AI or ensure human or AI superiority alone. Not likely to become a major exploit.

kyrub, how much of this can make it into v2.0? Did you find a trained monkey to help you out yet? I think Jtm might be willing, and if absolutely necessary I'll help myself.

You'll all end up regretting letting me touch any code, though alright

Catwalk Wrote:Updating this thread to include general terrain changes rather than just movement.

1) Pathfinding costing 1 MP per move
2) Setting mountaineer movement cost on plains to 1
...
9) ½ MP for shore tiles for swimmers

I can do 1) myself for Catnip 2.0.

For 2) and 9)
We need someone who is, on the second thought, surely more creative than a monkey. We have +- fully mapped terrain tiles according to their #number in the savegame2.html on ILSe's download page, it seems reliable.

Then there's a table with (total #number) rows in terrain.lbx, where it is necessary to change the value in every row that represents the terrain in question. There are 6 types of movement for every terrain, so you'll find 6 * #terrain row and change the number.

With some practice in can be done in 1-3 hours (including testing). Anybody?

As I wrote in PM, I'll volunteer for the task. How about 1/2 MP for all water tiles for swimmers?

Quick swimmers in, let's test the feature in the game instead of long discussions.
Thanks for input. I will give you instructions tomorrow evening.



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