Yet Anothe Silly Idea... burning fire
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Yet Anothe Silly Idea... burning fire
I'm always a bit disapointed when hurling huge fireball through woods and managing to perfectly targetting just the unit and not the surrounding trees, even when actually missing the ennemy...
So, the idea would be to have certain fire attack (mainly fireballs, drake breath, probably not fire arrows or swords) be able to set fire on certains terrains.
Typically some forests (maybe not all) and villages. Maybe also give fire the ability to melt snow/ice (but then we'll also want cold to freeze water, of course).
Melting snow/ice is probably the least hard to do since it's just like changing an hex type while burning stuff would be better if your oponent is suddently into a "burning forest" (loosing HPs every turns ?) before being into a "burnt forest" (grassland ?), thus requiring more tiles and work...
And of course, burning villages would be even more balance-changing, but could be nice too (just imagine some nightstalking skirmisher burning your villages when you're figthing far away...)
Well, probably much too hard to code but could be fun
So, the idea would be to have certain fire attack (mainly fireballs, drake breath, probably not fire arrows or swords) be able to set fire on certains terrains.
Typically some forests (maybe not all) and villages. Maybe also give fire the ability to melt snow/ice (but then we'll also want cold to freeze water, of course).
Melting snow/ice is probably the least hard to do since it's just like changing an hex type while burning stuff would be better if your oponent is suddently into a "burning forest" (loosing HPs every turns ?) before being into a "burnt forest" (grassland ?), thus requiring more tiles and work...
And of course, burning villages would be even more balance-changing, but could be nice too (just imagine some nightstalking skirmisher burning your villages when you're figthing far away...)
Well, probably much too hard to code but could be fun

Hypocoristiquement,
Jym.
Jym.
drought + high temperature for spontaneous combustion, I do agree.Ranger M wrote:Simple explination, wesnoth is a very humid country, so the trees don't burn easily (it takes very high average temperatures, along with drought, to make entire forests burn in our world, wesnoth is even worse.
But drought + fireball is more than enough without high temperature in not too humid areas (typically mediteranean climate such as South of France or of South Africa).
There was a fire started on table Mountain (Cape Town) at the beginning of february just because someone throw a cigarette but out of the car... It took almost a week for the firemen to stop it...
If a cigarette can do this, a fireball can certainly manage to fire up even more humid climates...
Well, this said, I'll try unrest in elvenland as advised.
Hypocoristiquement,
Jym.
Jym.
This is meant to be several thousand years laterjg wrote:Then how to do you explain deserts in UtBS?Ranger M wrote:wesnoth is a very humid country![]()
No, just joking. I agree with the others, but I think the idea is great. Shame it requires so much coding...![]()
jg

^^ this might lead to a fast extinction of woods (poor elves), on another note:
if you allow woods to burn or introduce damaging terrain(you might add lavastreams,toxic wasteland and thorn bushes) you might as well introduce dynamaic terrain, where hexes change their terrain type based on certain criterias. Grasland adjacent of wood hexes that changes to forest,or terrain that changes according to season( grasland to snow etc).
And if you add weather effects you could as well say that the fire spreads until it begins to rain. Oh and you could make fire attacks weaker when its
raining and make cold attacks stronger in winter by adding time dependant bonuses to resistances (like you do with and night time)......
Well you could nake the gamemaps a hell lot more complicated if you liked and I am sure it would look great, however I ask myself what is the "relevance" of dynamical terrain for a strategy game?Would it make the game more strategical or more unpredictable?

if you allow woods to burn or introduce damaging terrain(you might add lavastreams,toxic wasteland and thorn bushes) you might as well introduce dynamaic terrain, where hexes change their terrain type based on certain criterias. Grasland adjacent of wood hexes that changes to forest,or terrain that changes according to season( grasland to snow etc).
And if you add weather effects you could as well say that the fire spreads until it begins to rain. Oh and you could make fire attacks weaker when its
raining and make cold attacks stronger in winter by adding time dependant bonuses to resistances (like you do with and night time)......
Well you could nake the gamemaps a hell lot more complicated if you liked and I am sure it would look great, however I ask myself what is the "relevance" of dynamical terrain for a strategy game?Would it make the game more strategical or more unpredictable?
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It would probably be better to calculate temperature for each hex.
The scenario has temperature defined globally by [season] tag. Each hex can provide some bonus, according to terrain, e.g. village increases temperature by 5°C, castle and keep by 10°C, lava by 50°C. The presence of units increases each turn temperature towards 'body_heat' attribute in [unit] tag; this is especially high for drakes and pillagers. (Units with infravision can see temperature of the hex, this can be used to find e.g. units with ambush hiding in forest.) Temperature is also increased by fighting and casting magic. Temperatures of adjacent hexes influence each other.
When the temperature of a hex is between 'burning_low' and 'burning_high' values of the [terrain], there is a probability that the hex will start burning, calculated as:
100%*(temperature - burning_low)/(burning_high - burning_low)
After a given number of turns the terrain changes to desert, and cannot burn anymore.
Units with water attacks can "attack" a burning hex, and instead of dealing damage they decrease temperature of the fire; when it drops below 'burning_low', the fire is over. I propose a new unit "Merman fireman" (or should it be "Merperson fireperson"? not sure about this...).
Growing of the forest can be determined by calculating a number of trees and flowers growing on the hex... if they exceed some limit, the hex turns to a forest or grassland or something else. Trees and flowers grow naturally, more often on hexes adjacent to existing forests and grasslands. They grow better on hexes closer to water. Trees and flowers grow only during day (and in morning and evening on illuminated fields). But if there is too much water close to grassland, it can become a swamp.

BTW: Wolf Riders should have "drain"-like attack against skeletons, because wolves can eat the bones, thus healing themselves. OK, this is a bit off-topic...
The scenario has temperature defined globally by [season] tag. Each hex can provide some bonus, according to terrain, e.g. village increases temperature by 5°C, castle and keep by 10°C, lava by 50°C. The presence of units increases each turn temperature towards 'body_heat' attribute in [unit] tag; this is especially high for drakes and pillagers. (Units with infravision can see temperature of the hex, this can be used to find e.g. units with ambush hiding in forest.) Temperature is also increased by fighting and casting magic. Temperatures of adjacent hexes influence each other.
When the temperature of a hex is between 'burning_low' and 'burning_high' values of the [terrain], there is a probability that the hex will start burning, calculated as:
100%*(temperature - burning_low)/(burning_high - burning_low)
After a given number of turns the terrain changes to desert, and cannot burn anymore.
Units with water attacks can "attack" a burning hex, and instead of dealing damage they decrease temperature of the fire; when it drops below 'burning_low', the fire is over. I propose a new unit "Merman fireman" (or should it be "Merperson fireperson"? not sure about this...).
Growing of the forest can be determined by calculating a number of trees and flowers growing on the hex... if they exceed some limit, the hex turns to a forest or grassland or something else. Trees and flowers grow naturally, more often on hexes adjacent to existing forests and grasslands. They grow better on hexes closer to water. Trees and flowers grow only during day (and in morning and evening on illuminated fields). But if there is too much water close to grassland, it can become a swamp.

BTW: Wolf Riders should have "drain"-like attack against skeletons, because wolves can eat the bones, thus healing themselves. OK, this is a bit off-topic...
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Heh yea me too, but not like I used to.
Point is fire and smoke have a purpose in BattleTech. Clearing woods reduces base to hit. Creating smoke increases BTH. Creating fire increases heat and generates smoke. All important facets of BattleTech.
In Wesnoth... clearing trees would be a purely anti-elf strategy. Fire... would be pretty meaningless unless it dealt damage to units standing in it. Smoke terrain, almost equally meaningless and possible unbalancing if it moves byond meaningless.
I'd stick with your first instinct. It's a silly idea.
Point is fire and smoke have a purpose in BattleTech. Clearing woods reduces base to hit. Creating smoke increases BTH. Creating fire increases heat and generates smoke. All important facets of BattleTech.
In Wesnoth... clearing trees would be a purely anti-elf strategy. Fire... would be pretty meaningless unless it dealt damage to units standing in it. Smoke terrain, almost equally meaningless and possible unbalancing if it moves byond meaningless.
I'd stick with your first instinct. It's a silly idea.
"A wise man speaks when he has something to say. A fool speaks when he has to say something."
What exactly makes you believe that all mainline campaigns have to play in the same period of time or even be related to each other in any way? Contradicting definitions of the world would be be bad but that's about the only limit on the content. Of course, the actual bars to get a campaign into mainline are way higher.jg wrote:Then why is it included into the main-line campaigns? Then, there were deserts, and it is not a add-on campaign...
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