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[Wesnoth-dev] Terrain Help


From: James Barton
Subject: [Wesnoth-dev] Terrain Help
Date: Wed, 13 Apr 2005 13:52:32 -0400

Sorry I've been silent for some time - a dangerous little substance called WoW got into my bloodstream, and has consumed much of my life. Fortunately, treatment seems to be working.

Anyway, as I a sizeable chunk of the bare bones help system we currently have in place, I thought I'd offer a bare bones implementation of terrain help which I have lying around. I posted it to the forum some time ago, but as we know, the forum tends to eat things.

Feel free to flesh this out (a medium workload job, given that it's probably all-or-nothing), or implement it as "better than our current system, still open for improvement".

James
a.k.a. Sangel

PS: The following are offered in the order they are found in the game.cfg file, and may not be entirely complete given later versions. Also, don't mind the tags - they were for forum use originally.

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[i]Shroud[/i]
When faced with unknown terrain, areas not yet visited are covered in a shroud of ignorance, represented as pitch blackness on the map.

[i]Fog[/i]
Some maps are covered by the fog of war. While it is possible to see the outline of terrain, the movements of enemy units are concealed except within direct view of your own units.

The distance a unit can see is determined by the furthest hex it could move to, plus one hex.

[i]Deep Water[/i]
The deepest of rivers and lakes and the majority of oceans, deep water is too deep for even tall units to wade across. Very few units can move in deep water, save the merfolk who dwell there and the unswerving, unbreathing undead.

[i]Shallow Water[/i]
Several feet deep, shallow water is shallow enough for most land units to ford, but deep enough to severely hinder movement and defence. Of course, it has little impact on flying units, save for the spirits of the dead, who are loathe to cross running water.

[i]Merfolk Village[/i]
Carved from coral reefs and rocky outcroppings, Merfolk villages are primarily underwater, making them difficult for land-dwellers to defend, though they do offer the usual gold and healing benefits of villages.

[i]Pier[/i]
A short wooden wharf designed for ships to dock at, land units can walk on wharves and sea units swim under them. Defensively, they are unremarkable structures.

[i]Swamp[/i]
A morass of sodden soil and bog, cattails and quicksand, swamps are treacherous terrain for the majority of units, both hard to move through and difficult to defend. Certain aquatic units, however, find them very favourable terrain.

[i]Swamp Village[/i]
Usually built upon raised platforms above the soggy swampland, swamp villages offer respite from the difficult terrain around them for most units. Easier to defend than barren swamp, they offer the same gold and healing as most villages.

[i]Ice[/i]
In the harsh of winter, lakes and rivers - and sometimes even coastal waters - can freeze over, becoming ice. Every bit as difficult as snow to move across, very few units enjoy benefits on ice.

[i]Bridge[/i]
Spanning across bodies of water, bridges offer both faster movement and better defence for land units than attempting to ford, making them key strategical points on many maps. Keep in mind that aquatic units can swim underneath bridges.

[i]Sand[/i]
Patches of dune and drifting sand, most units find sandy terrain more difficult to cover than firm ground, and have poorer defence as well.

[i]Road[/i]
While stone roads tend to follow the easiest route from place to place, making them perfect for travellers, they offer little benefit in warfare. Units move across roads no faster than across other open terrain, and gain no defensive benefit.

[i]Dirt[/i]
Whether trampled into dust by constant use or laid bare by blight, Dirt offers no real differences to Grassland when it comes to movement or defence.

[i]Grassland[/i]
The most common type of open terrain, Grassland is easy for all units to move across, though it does not offer much by way of defence.

[i]Village[/i]
Offering both healing to units occupying them and gold to their controller, villages are important strategic points on many maps. In addition to this, villages offer improved defence for most foot units, making them easier to hold than most terrain.

[i]Human Village[/i]
Offering the usual healing, gold and defensive benefits, human villages are unremarkable compared to other types of villages.

[i]Tundra[/i]
Open ground made difficult by deep drifts of snow, nearly all land units find tundra both difficult to move in and hard to defend. With the possible exception of the Yeti, if it exists, most units prefer to avoid tundra where possible.

[i]Snow Village[/i]
Offering shelter from the cold and snow around them, snow villages offer the usual healing and gold benefits, along with considerably improved defence when compared to the surrounding terrain.

[i]Hills[/i]
While more difficult for many units to travel, hills offer better defence than open ground, and can be tactically important. They are also favoured terrain for Orcs and Dwarves, who move considerably faster in them than other races.

[i]Snow Hills[/i]
While often covered with snow, large drifts tend not to pile up on hills to slow movement. Snow-covered hills offer the same movement and defensive considerations as uncovered hills.

[i]Mountains[/i]
Steep and rugged terrain, mountains offer superb defence, but at the cost of great movement difficulty - most cavalry and heavy infantry cannot move in them at all! The primary exception to this is dwarves, who are at home in the mountains and are not slowed by them at all.

[i]Forest[/i]
Offering slightly better defence than grassland at the cost of greater movement difficulty, forest can be useful for most units, though cavalry have difficulty moving and defending in the close-packed trees. Elves, on the other hand, are true masters of the forest, both moving with ease and gaining exceptional defensive bonuses there.

[i]Snow Forest[/i]
Common during winter in the northern lands, snow-covered forests offer the same costs and benefits as snow-less forests.

[i]Cave Wall[/i]
Solid walls of rock, cave walls define the boundaries of caverns, and no units can pass them.

[i]Cave Floor[/i]
Alternately smooth and rugged, with various dips and rises, stalagmites and other interesting features, caves can be pretty places, but are also pretty awful places to fight for the majority of surface-dwellers. While Dwarves and Orcs are entirely at home in caves, Elves in particular suffer in enclosed spaces.

Being underground, cave maps tend to be shrouded, and are almost inevitably perpetual night.

[i]Dwarf Village[/i]
Rising from floor to ceiling in most caverns, dwarf villages offer the usual healing and gold benefits, along with better defence for most surface dwellers.

[i]Castle[/i]
Stone fortifications, usually old, castles provide good defence for the vast majority of units, along with easy movement - assuming someone else isn't already occupying one, of course.

Leaders may recruit units onto surrounding castle squares if they control the keep.

[i]Encampment[/i]
Hasty fortifications thrown up by armies on the move, encampments offer similar defence to castles, with the same ease of movement.

Leaders may recruit units onto surrounding encampment squares if they control the keep (tent).

[i]Cave Fort[/i]
Elaborate fortifications constructed to control entrance to cave systems and fortify key points, cave forts offer all the defensive benefits of surface castles.

Leaders may recruit units onto surrounding fort squares if they control the keep (throne).

[i]Keep[/i]
The central point of any fortification, keeps vary in design and shape, but their purpose is always the same; allowing the leader of an army to command units in safety.

Leaders on a keep may recruit units onto surrounding encampment, fort or castle squares.

[i]Canyon[/i]
Deep chasms in the ground, canyons are relatively rare, but completely impassible for all but flying units.

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