New terrain types: holy ground and cursed ground

Brainstorm ideas of possible additions to the game. Read this before posting!

Moderators: Forum Moderators, Developers

Forum rules
Before posting a new idea, you must read the following:
mbabuskov
Posts: 89
Joined: April 7th, 2004, 1:23 pm
Contact:

New terrain types: holy ground and cursed ground

Post by mbabuskov »

On holy ground the undead do -25% damage or have lower defense, or whatever

On cursed ground all other units do -25% damage or whatever.

Just the idea.

Sangel
Moderator Emeritus
Posts: 2232
Joined: March 26th, 2004, 10:58 pm
Location: New York, New York

Post by Sangel »

Sanctified earth instead of holy ground, perhaps? Cursed ground is well named.
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry

User avatar
turin
Lord of the East
Posts: 11662
Joined: January 11th, 2004, 7:17 pm
Location: Texas
Contact:

Post by turin »

cursed ground seems somewhat copied from HoMM...:)

i think it should just be that on sanctified earth holy does +25% and on cursed ground it does -25%.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm

Sangel
Moderator Emeritus
Posts: 2232
Joined: March 26th, 2004, 10:58 pm
Location: New York, New York

Post by Sangel »

Nah. The whole point of holy weaponry is to take the fight to unholy places.
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry

miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

I am not so sure this is needed. We could just have areas where it is always night/day.

- Miyo

Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Post by Dave »

miyo wrote:I am not so sure this is needed. We could just have areas where it is always night/day.
Concur -- that'd be the best way to do it, and would be easily implemented once we get this thing going that allows parts of a map to be cave.

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming

mbabuskov
Posts: 89
Joined: April 7th, 2004, 1:23 pm
Contact:

Post by mbabuskov »

Dave wrote:
miyo wrote:I am not so sure this is needed. We could just have areas where it is always night/day.
Concur -- that'd be the best way to do it, and would be easily implemented once we get this thing going that allows parts of a map to be cave.

David
Cave = Always night ?

Sangel
Moderator Emeritus
Posts: 2232
Joined: March 26th, 2004, 10:58 pm
Location: New York, New York

Post by Sangel »

mbabuskov wrote:
Dave wrote: Concur -- that'd be the best way to do it, and would be easily implemented once we get this thing going that allows parts of a map to be cave.

David
Cave = Always night ?
Yep. Ever wondered why those trolls keep whupping ass in the underground levels?
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry

Christophe33
Posts: 826
Joined: January 21st, 2004, 1:10 am
Location: San Diego, CA

Post by Christophe33 »

I['m looking forward to have the day/night terrains implemented. Any idea of how long it will take?
Dave: I remade the hybrid cave-outdoor map if you want it.
Any possibility to have a terrain that wound (maybe with a negative setting for healing?) or poison units?
Never tell a dwarf that he shortchanged you!

Darth Fool
Retired Developer
Posts: 2633
Joined: March 22nd, 2004, 11:22 pm
Location: An Earl's Roadstead

Post by Darth Fool »

Christophe33 wrote:I['m looking forward to have the day/night terrains implemented. Any idea of how long it will take?
Dave: I remade the hybrid cave-outdoor map if you want it.
Any possibility to have a terrain that wound (maybe with a negative setting for healing?) or poison units?
or add/subtract a bonus/bogus to resistances?

Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Post by Dave »

Christophe33 wrote:I['m looking forward to have the day/night terrains implemented. Any idea of how long it will take?
It's on my list, but currently I'm working on stability problems/bugs. Uhh...honestly and truthfully, the answer is, when I feel like doing it :) (this is more or less the same for all feature requests)

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming

miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

Christophe33 wrote:I'm looking forward to have the day/night terrains implemented. Any idea of how long it will take?
IIRWIIR (It Is Ready When It Is Ready).

- Miyo

mbabuskov
Posts: 89
Joined: April 7th, 2004, 1:23 pm
Contact:

Post by mbabuskov »

Sangel wrote:Ever wondered why those trolls keep whupping ass in the underground levels?
No. I'm pretty new to the game. I had some problems with the Dwarven Doors, so played my first underground level today ;)

Sangel
Moderator Emeritus
Posts: 2232
Joined: March 26th, 2004, 10:58 pm
Location: New York, New York

Post by Sangel »

Fair enough. Get yourself some dwarves, pronto!
"Pure logic is the ruin of the spirit." - Antoine de Saint-Exupéry

Eponymous-Archon
Posts: 558
Joined: February 1st, 2004, 6:17 pm
Location: New Jersey, USA

Post by Eponymous-Archon »

Couldn't we just call it Holy Ground (the appropriate term, to be sure) and have it be implemented by constant day?
The Eponymous Archon

Post Reply