.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening

Reply
 
Thread Tools Display Modes
  #11  
Old July 17th, 2008, 01:35 PM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: Idea for new oceanic terrain types.

The thing about putting sea with swamp brings up a good point. Can some of these be logically placed by mixing bits we have now? Farm and sea? waste and sea? inland water with something?
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
Reply With Quote
  #12  
Old July 17th, 2008, 01:47 PM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: Idea for new oceanic terrain types.

Rivers would be great for sites, but which ones? Water's obvious, but at the same time, the water's constantly moving, and washing away most sites in time, plus rivers themselves might not be large enough to support many types of sites, even if we're talking about the Amazon. And in that case, with very large rivers made up of many tributaries, it's no longer a river, it becomes a Confluence. Besides, my thought for rivers is that they'd generally be valuable enough, serving as easy access to inland provinces, and as roadways.

I *was* trying for some parity between land and sea terrains, actually, Gandalf. I'm not sure how obvious it is, but if what we have now could be renamed and placed in the water, or even just shoe-horned in, it might work.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #13  
Old July 17th, 2008, 02:14 PM
Edratman's Avatar

Edratman Edratman is offline
First Lieutenant
 
Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
Thanked 37 Times in 27 Posts
Edratman is on a distinguished road
Default Re: Idea for new oceanic terrain types.

Quote:
Gandalf Parker said:
The thing about putting sea with swamp brings up a good point. Can some of these be logically placed by mixing bits we have now? Farm and sea? waste and sea? inland water with something?
I found that the massive Orieda map has two provinces that mix land and sea features. One is farm and sea and the other is waste/mountain/sea. The provinces funcion okay and have those atributes, so I asume every combination of land attributes and sea attributes is okay. After all, they are just bits, not real, so the game doesn't know that the combinations defy the dev's intentions.

So a deep sea underwater mountain range is viable. I think you would have to input the bit combination into the map file.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
Reply With Quote
  #14  
Old July 17th, 2008, 03:11 PM

MaxWilson MaxWilson is offline
Major General
 
Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
MaxWilson is on a distinguished road
Default Re: Idea for new oceanic terrain types.

Quote:
Edratman said:
After all, they are just bits, not real, so the game doesn't know that the combinations defy the dev's intentions.
True. Keep in mind, however, that the combinations also defy the intentions of magic sites' authors (whether the devs or some modder), and you are likely to get magic sites underwater which don't make much sense. E.g. sites which allow the recruitment of non-aquatic creatures who will drown as soon as you recruit them.

-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"

["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
Reply With Quote
  #15  
Old July 17th, 2008, 03:32 PM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: Idea for new oceanic terrain types.

Doesnt it also affect what poptypes defend and can be recruited?
I would be much more bothered by inconsistancies there.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
Reply With Quote
  #16  
Old July 17th, 2008, 03:36 PM
HoneyBadger's Avatar

HoneyBadger HoneyBadger is offline
General
 
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
HoneyBadger is on a distinguished road
Default Re: Idea for new oceanic terrain types.

That might take specific work to implement, as in directly modding provinces to reflect their underwater status. But for all that hard work, I bet a large amount of creative energy could shine through. I mean, if one chooses to make such a map, and in the process is forced to mod every underwater province, there's a good chance-depending on the person-that they'll make atleast some of the provinces more interesting, if only to save themselves from death via boredom.
__________________
You've sailed off the edge of the map--here there be badgers!
Reply With Quote
  #17  
Old July 17th, 2008, 03:59 PM
Edratman's Avatar

Edratman Edratman is offline
First Lieutenant
 
Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
Thanked 37 Times in 27 Posts
Edratman is on a distinguished road
Default Re: Idea for new oceanic terrain types.

I've only been aware of the two provinces for 3 games. The poptypes have always been aquatic types. Nor have I encountered any sites that conflict, but undoubtedly that could be an issue. I do not know how the game actually reads the bits to determine sites and/or poptypes. There is a possibility that the sea component of the bit description will negate land poptypes and sites, but there is also the possibility that it doesn't.

I will have to defer to someone with more knowledge.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
Reply With Quote
  #18  
Old July 18th, 2008, 12:55 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Idea for new oceanic terrain types.

This is what I meant before:



Sailers can sail above it, land units can't enter, aquatic and amphibious units can enter. I didn't check if non-swamp-survival amphibious units get swamp terrain penalties, but I quess they do.

With this (and special sites):


Coastal Plane: Impossible.
River: It would be nice if rivers could be defined somehow. There are large and small provinces; perhaps rivers should always be large?
Shallow Sea: coastal seas?
Coral Barrier: can't stop sailing, but sea/forest/farmland?
Sea Basin: also known as sea?
Confluence: Very high chance of Holy and Water Sites, average otherwise - this is interesting. Something similar might happen if the sea had the Freshwater tag? Possibly it would just slightly boost income and allow "There have been floods and XXX people have drowned" events.
Deep Trench: Also known as deep sea? Alternatively, also known as Gorge of Glowing Wish.
Sargasso: (forest of kelp) High in Resources, Supply, low in gold, sites, except for Nature sites, which are high.
Sea Cave: Sea + Cave could be done, but sailing would be allowed. Maps could be constructed so this wouldn't matter (e.g. sea/cave province connecting two seas with each other, with no or at most one land neighbour)
Tumulous: Can't stop sailing, sea + border mountain
Salt Marsh: Swamp + Sea
Seamount: Mountain + Sea
Attached Images
File Type: jpg 625606-test.JPG (19.1 KB, 71 views)
Reply With Quote
  #19  
Old July 18th, 2008, 07:01 AM

Zeldor Zeldor is offline
General
 
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
Zeldor is on a distinguished road
Default Re: Idea for new oceanic terrain types.

You get bad things with magic sites when you mix land and sea terrains. You cannot mix even caves and sea.
__________________
谋事在人,成事在天。

LA Agartha guide
Reply With Quote
  #20  
Old July 18th, 2008, 01:19 PM
JimMorrison's Avatar

JimMorrison JimMorrison is offline
Lieutenant General
 
Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
JimMorrison is on a distinguished road
Default Re: Idea for new oceanic terrain types.

Mountain and sea works nicely. One of the major hurdles that aquatics tend to face, is resource anemia. Adding a Mountain tag significantly increases resources to a sea province, as can be seen in The Lonely Mermaid Map, for example.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:53 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.