Currently Online

Latest Posts

Topic: impassable water

einstein13
Avatar
Joined: 2013-07-29, 00:01
Posts: 1077
Ranking
One Elder of Players
Location: Poland
Posted at: 2015-10-26, 12:15

kaputtnik wrote:

What is your opinion: Only the green areas or only the brown areas or over all?

Both should be changed. I didn't spot the brown color there in a first sight. It is well balanced, so the balance should stay.

I am not saying that it will be better. Now I can't tell you that. But if it isn't much work, please check it.


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 1760
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-10-26, 22:42

I have changed the saturation a bit:

algae_slick_new

The new pattern in comparison with the old one. I changed also the speed/intesity of waving:

new old
algae_slick_anim_new algae_slick_anim

This should fit i think. When creating new stuff one is attempted to make the change more visible as it should be face-upset.png So i am happy to have some response face-smile.png

Edited: 2015-10-26, 22:44

Top Quote
wl-zocker
Joined: 2011-12-30, 17:37
Posts: 494
Ranking
Tribe Member
Location: Germany
Posted at: 2015-10-26, 22:58

I think the colors fit now better to the rest of the blackland world.

But these algae look very instable. I cannot imagine walking on them, not to mention build roads and flags on them. Are you sure you want to make the terrain passable?


"Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg

Top Quote
einstein13
Avatar
Joined: 2013-07-29, 00:01
Posts: 1077
Ranking
One Elder of Players
Location: Poland
Posted at: 2015-10-27, 03:20

wl-zocker wrote:

I think the colors fit now better to the rest of the blackland world.

+1 face-smile.png

Are you sure you want to make the terrain passable?

I guess that it is only for testing purpose. In the end the terrain will be impassable for ships (like land) and workers (like water), but fish will be possible to put. Now we haven't such a terrain so kaputtink made it as passable for workers.


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/

Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 2984
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2015-10-27, 09:26

I thought the plan was to make it possible to build flags and roads?


Busy indexing nil values

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 1760
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-10-27, 10:41

Hmmm... i thought this too: Because it should be different from swamp (which isn't passable).

The terrain isn't arable, so while playing there is less chance to have roads on it. Maybe on some small areas where a tower has increased territory with algae slick nearby. Another thing would be to have such terrains bridged:

Currently there is no possibility to have terrain dependent roads, so i used the footbridge for all roads for this screenshot...

Edited: 2015-10-27, 10:43

Top Quote
king_of_nowhere
Avatar
Joined: 2014-09-15, 18:35
Posts: 1421
Ranking
One Elder of Players
Posted at: 2015-10-27, 11:08

i like the idea that roads on that terrain would show as bridges; if we want to keep with the theme, it could be made impassable to workers in the absence of bridges; sort of like the Venice lagoon, which is a shallow body of water (around 2 meters) where people were able to build bridges, and indeed a whole city on them, but cannot pass by foot. Going with that theme, it would also not be arable; unlike desert, farms could not plant crops on it, and foresters would not be able to plant trees.

However, I'm afraid adding all those new features would require a lot of coding


Top Quote
einstein13
Avatar
Joined: 2013-07-29, 00:01
Posts: 1077
Ranking
One Elder of Players
Location: Poland
Posted at: 2015-10-27, 12:22

I thought that it is "water". And I thought that water is not passable for humans (history can remember only one person walking on the water). Bridges? Ok, that is possible to build bridges on it- I like the idea. But should the bridges be made from wood or other materials? or you are thinking about free bridges (like roads)?

I remember that part of this discussion was in the past, but I can't remember the results.


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/

Top Quote
kaputtnik
Avatar
Joined: 2013-02-18, 20:48
Posts: 1760
Ranking
One Elder of Players
Location: Germany
Posted at: 2015-10-27, 13:07

In this post are some difficulties described. In the end we need a new "is" value for this type of terrain. Something in between "dry" and "water". See Bug for a new is value.

Great bridges (f.e. made from stone) are another issue and would surely need very much coding. Having footbridges made from wood (like in the screenshot) is just a suggestion. I believe this could be made without much effort on coding. But if we want such footbridges, there has to be also a footbridge representing a busy road. And, well, we have to create such bridges for every tribe...

What about winter ice-floes? Currently ships can navigate on this terrain which looks uncommon. Should we define ice-floes with the new is value too? This means that

  • fish could be set as resource (like now)
  • not navigable for ships
  • walkable (flags and roads could be build)
  • no buildings

Top Quote
GunChleoc
Avatar
Joined: 2013-10-07, 15:56
Posts: 2984
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2015-10-27, 13:25

I am wondering if we should allow small buildings on this terrain - this all depends on which types of map we want to design with it. E.g. there could be a long stretch of such terrain to overcome by building sentries in order to reach an island on the other end. If we don't allow small buildings, one would maybe need to build a big military site on shore in order to reach the other end.


Busy indexing nil values

Top Quote