City terrain

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Jetrel
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Re: A new terrain type?

Post by Jetrel » December 11th, 2010, 10:51 pm

doofus-01 wrote:2. Sort of what Jetrel said, add towers and other non-house things. But make them the non-healing terrains. If there are enough outhouses, stables, lamps, and watch-towers, the city won't look sparse, even if there are not that many "villages".
:doh: This won't work. You simply need too many literal houses to make a city. Even if you cut down the number of houses to less than 1/3 of the city, you're going to have 6-8 houses for any reasonable-sized city.

It's a bunch of work, but the ideal solution (which also doesn't discard any graphics) is to:
- switch all races to using "towers"/"strongholds" as the resource-granting terrain.
- keep our existing village graphics for use as "sparse" settlements
- make new village graphics, compatible with the existing village graphics, for "dense" settlements.
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PeterPorty
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Re: A new terrain type?

Post by PeterPorty » December 12th, 2010, 12:26 am

Anyone liked my idea? I mean... it can probably be good...
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lurker
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Re: A new terrain type?

Post by lurker » December 12th, 2010, 7:12 pm

PeterPorty wrote:Anyone liked my idea? I mean... it can probably be good...
I think changing the game mechanics is out of scope in this forum.

But what is the way forward for me? Should I continue working on my version of the city?

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Eleazar
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Re: A new terrain type?

Post by Eleazar » December 13th, 2010, 12:40 am

Jetrel wrote:It's a bunch of work, but the ideal solution (which also doesn't discard any graphics) is to:
- switch all races to using "towers"/"strongholds" as the resource-granting terrain.
- keep our existing village graphics for use as "sparse" settlements
- make new village graphics, compatible with the existing village graphics, for "dense" settlements.
I think the above is the only visually non-confusing method for mainline Wesnoth, but i'm not sure it's worth the effort. There's a lot of conceptual overlap between "Keeps" and "Tower/Strongholds". Defense values would be weird, or things would have to be rebalanced. Weird= "a stronghold is a place where you get money, healing, but mediocre defense."

In other words, i don't think the terrain can be introduced well in a way that's not disruptive.

lurker wrote:I think changing the game mechanics is out of scope in this forum.

But what is the way forward for me? Should I continue working on my version of the city?
If your city is not adapted for mainline (Which IMHO it shouldn't be without a major overhaul of Wesnoth), it still could be very useful in specialized eras, or conversions. I think this would need to find life in a mod first anyway before being applied to Wesnoth if that was the plan.
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Dovolente
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Re: A new terrain type?

Post by Dovolente » December 13th, 2010, 12:52 pm

I, for one, would like to use the city terrain in my current UMC project.

I think it will be useful as a village variant, without complicating the issue by changing functionality.

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bumbadadabum
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Re: A new terrain type?

Post by bumbadadabum » December 13th, 2010, 1:25 pm

Please, do finish it. It is really, really useful for UMC.

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lurker
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Re: A new terrain type?

Post by lurker » December 13th, 2010, 5:25 pm

All right then.

Could a moderator move this thread to the workshop, please?

Thanks

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shadowm
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Re: A new terrain type?

Post by shadowm » December 13th, 2010, 6:07 pm

Done.
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lurker
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Re: A new terrain type?

Post by lurker » December 14th, 2010, 9:23 pm

First version as an addon.

- Much more contrast
- More and better *-small variants.
- More houses
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bigkahuna
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Re: A new terrain type?

Post by bigkahuna » December 14th, 2010, 10:56 pm

Could you possibly place the terrain_graphics.cfg that you are using inside of an attachment? It is rather hard for us who don't know TerrainWML to generate a file for this.

Did you make it into a terrain already or is it simply an image?
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Dixie
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Re: A new terrain type?

Post by Dixie » December 15th, 2010, 12:09 am

I've been thinking lately: why wouldn't this simply be used as a village variant for widely populated areas?
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lurker
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Re: A new terrain type?

Post by lurker » December 15th, 2010, 4:59 am

bigkahuna wrote:Could you possibly place the terrain_graphics.cfg that you are using inside of an attachment? It is rather hard for us who don't know TerrainWML to generate a file for this.

Did you make it into a terrain already or is it simply an image?
Sure. Extract the attached zip into your addons folder. But beware: At the moment the terrain does not affect the game statistics in any way, IOW it acts only as an overlay. It has been suggested that the city terrain act as a village without healing or income which seems sensible as a first approach. If somebody knows the WML for that could they please post it here?

Thanks

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Skizzaltix
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Re: A new terrain type?

Post by Skizzaltix » December 15th, 2010, 5:55 am

Looks good! I imagine we'll be seeing these around in a number of addons, before long.

My one comment is that the colors seem kind of………too saturated, maybe? It looks kinda like some of them are lit by the warm glow of sunset, or something. I know they're meant to be painted (or red brick), but maybe just tone that down a little bit? I feel like they kinda jar with the rest of the terrain.

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Alarantalara
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Re: A new terrain type?

Post by Alarantalara » December 15th, 2010, 2:28 pm

lurker wrote:If somebody knows the WML for that could they please post it here?

Thanks
No problem. Just replace your current aliasof line with:

Code: Select all

aliasof=_bas, Vi

timberwolf16739
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Re: A new terrain type?

Post by timberwolf16739 » December 15th, 2010, 4:18 pm

Honestly, the effect of giving better defense can be done in the movetype definition (or the unit file, if you're so inclined) anyway. This is awesome, and just what I needed for the mod I'm working on, since I have a major faction of rogues, some of whom I'd like to have the ability to hide in villages -- which is completely useless without a terrain like this. Keep up the work, and hopefully this can eventually get integrated into mainline, and add even more crazy possibilities to the Wesnoth world.

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