
October 27th, 2006, 06:39 AM
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First Lieutenant
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Join Date: Oct 2006
Location: Palo Alto, CA
Posts: 638
Thanks: 1
Thanked 3 Times in 3 Posts
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Re: Terrain effects-putting together the complete
Quote:
Gandalf Parker said:
The method is probably the same, but the terrains have expanded. Here is the new terrain chart and you can see that there are some important changes pertaining to magic sites.
"small" 1
"large" 2
"sea" 4
"somewater" 8
"mountain" 16
"swamp" 32
"waste" 64
"forest" 128
"farm" 256
"nostart" 512
"manysites" 1024
"deep" 2048
"cave" 4096
"firesite" 8192
"airsite" 16384
"watersite" 32768
"earthsite" 65536
"astralsite" 131072
"deathsite" 262144
"naturesite" 524288
"bloodsite" 1048576
"priestsite" 2097152
"edgemount" 4194304
The numbers are something called "bit math" in programming. It means that a province can be assigned more than one of these settings. So a province could be a large, no start, forest farm, earth site province.
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Interesting. Now all we need to know is what are actual magic site chance modifieres for all these terrain types.
Any thoughts?
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