Needs to be a "No Fly Zone" tile

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Caphriel
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Re: Needs to be a "No Fly Zone" tile

Post by Caphriel »

No, not really, but the OP wants this terrain added because he's having trouble balancing his maps, so my point was that the addition of this terrain to his maps would just add more balance issues.
Lyrax
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Re: Needs to be a "No Fly Zone" tile

Post by Lyrax »

None of the units in Wesnoth actually 'fly' according to the game.

Drakes, gryphons, bats, and ghosts all have very low move costs coupled with generally high move scores. The game does not discriminate between flying and non-flying units, so it's impossible to have terrain that does this.
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Cloud
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Re: Needs to be a "No Fly Zone" tile

Post by Cloud »

It's not impossible, it would just mean having to re-write every movetype to add in a new terrain type (and possibly working like forested hills work, I'm not entirely sure how they do so I won't go into it). Needless to say it's quite a bit of work however you do it.
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Aethaeryn
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Re: Needs to be a "No Fly Zone" tile

Post by Aethaeryn »

Lyrax wrote:None of the units in Wesnoth actually 'fly' according to the game.

Drakes, gryphons, bats, and ghosts all have very low move costs coupled with generally high move scores. The game does not discriminate between flying and non-flying units, so it's impossible to have terrain that does this.
It's not impossible. There's not one "flying" movetype but there are several (Drakefly, gryphons' movetype, bat movetype, etc...)
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zookeeper
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Re: Needs to be a "No Fly Zone" tile

Post by zookeeper »

CABD. That's pretty much the most relevant thing here.
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Zarel
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Re: Needs to be a "No Fly Zone" tile

Post by Zarel »

Aethaeryn wrote:(Drakefly, gryphons' movetype, bat movetype, etc...)
undeadspirit, woodlandspirit... Heck, dwarves practically fly (they get 1's over most common terrain, and they're faster than woodlandspirit over cave, mountain, and mushroom grove).
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Re: Needs to be a "No Fly Zone" tile

Post by Velensk »

They are slowed by water, and tend not to be fast in general.

On the main topic: I don't think that it is possible to make a terrain that filters for the flying=true tag but it might be. (flying = true is actually an art thing rather than a movetype thing.
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Gambit
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Re: Needs to be a "No Fly Zone" tile

Post by Gambit »

What's this do?
[movetype]
name=fly
flies=true
[movement_costs]
deep_water=1
shallow_water=1
reef=1
swamp_water=1
flat=1
sand=1
forest=1
hills=1
mountains=1
village=1
castle=1
cave=3
frozen=1
unwalkable=1
impassable={UNREACHABLE}
fungus=3
[/movement_costs]

[defense]
deep_water=50
shallow_water=50
reef=50
swamp_water=50
flat=50
sand=50
forest=50
hills=50
mountains=50
village=50
castle=50
cave=80
frozen=50
unwalkable=50
impassable=80
fungus=70
[/defense]

[resistance]
blade=100
pierce=100
impact=120
fire=100
cold=100
arcane=80
[/resistance]
[/movetype]
It's in several of the movetypes
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Re: Needs to be a "No Fly Zone" tile

Post by thespaceinvader »

IIRC it's to do with the heights of sprites in the hex when the unit is over water terrains. It's art-related, not gameplay related.
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Re: Needs to be a "No Fly Zone" tile

Post by Gambit »

Ah so that's exactly what Velensk was just talking about :lol2: oops
So can we make it more related to both in some future release?

The terrain definition would have to allow for a fly_over=no/yes and it would have to look for the flies=true/false in the movetype.
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Re: Needs to be a "No Fly Zone" tile

Post by thespaceinvader »

The difficulty is that by no means all flying units need that tag - the recent drakes no longer use it, for instance. There is nothing in the WML that specifies whether a unit is flying or not - if you want to do somethinglike this you need to do what irrevenant did with his free goblin hot air balloon, and keep a list of ALL flying units, and use them as variables/arguments when doing this sort of thing.
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Re: Needs to be a "No Fly Zone" tile

Post by Iris »

Qazerowl wrote:Isn't there already an Impassable overlay tile?
Yep, ^Xo (the special terrain type with the big-I icon in the editor) is in 1.6 and 1.7
original poster wrote:that can be put over almost any tile
You can already put this overlay over any other base terrains...

No, we won't have a system for placing overlays over overlays any soon. The current system for placing arbitrary overlays over base terrains is already complicated enough at the maintenance/bug-fixing level.

So, issue solved, case closed.

And in the future, remember that an "Ideas" forum exists.
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