Swamp tiles

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Typhoon
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Swamp tiles

Post by Typhoon » Tue Jul 10, 2018 9:52 am

[I wasn't sure where to put this topic]
Swamp is walkable for every unit but slow them down (just like water slow down undead)
Ships and any other swimming unit can move on swamp as well
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Lynx Shafir
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Re: Swamp tiles

Post by Lynx Shafir » Tue Jul 10, 2018 10:18 am

It not as a bad idea.
In a vote section for General Ideas - i suggested that more environmentally effects.
May snakeman can walk at normal speed
Also "eat up" corpses. They sink in swamps.
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General Brave
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Re: Swamp tiles

Post by General Brave » Tue Jul 10, 2018 12:34 pm

You want snake to eat corpse?
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Lynx Shafir
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Re: Swamp tiles

Post by Lynx Shafir » Tue Jul 10, 2018 12:41 pm

He he :roll:
I said they sink in swamps. The swamp "eats" them.
Matters after water skeletons are added.
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General Brave
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Re: Swamp tiles

Post by General Brave » Tue Jul 10, 2018 12:42 pm

So the skeleton disappeared faster or become Forest skeleton.
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makazuwr32
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Re: Swamp tiles

Post by makazuwr32 » Tue Jul 10, 2018 2:02 pm

In swamps corpses have lower vanishing time.
If that what he meant than i like this idea but swamp must still be a blockade for ships and water only units.
1. Swamps usually have both land and water and mainly water is between land.
2. Depth of swamp lakes usually low for sea ships, only rowboats can navigate there.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: Swamp tiles

Post by General Brave » Tue Jul 10, 2018 2:22 pm

makazuwr32 wrote:
Tue Jul 10, 2018 2:02 pm
In swamps corpses have lower vanishing time.
If that what he meant than i like this idea but swamp must still be a blockade for ships and water only units.
1. Swamps usually have both land and water and mainly water is between land.
2. Depth of swamp lakes usually low for sea ships, only rowboats can navigate there.
So both ships and units able to use it but are slow down, Scaledfolk has a advantage here, having the raft which will be able to go through the swamps and varieties of units that able to swim.
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Lynx Shafir
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Re: Swamp tiles

Post by Lynx Shafir » Tue Jul 10, 2018 2:25 pm

Right
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patroid
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Re: Swamp tiles

Post by patroid » Tue Jul 10, 2018 2:45 pm

Hi,


Patroid
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Swamp.png
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General Brave
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Re: Swamp tiles

Post by General Brave » Tue Jul 10, 2018 2:55 pm

Nice, can you make a green one also.
patroid wrote:
Tue Jul 10, 2018 2:45 pm
Hi,


Patroid
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patroid
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Re: Swamp tiles

Post by patroid » Tue Jul 10, 2018 3:39 pm

Hi,
lke this?

patroid
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Swampish.png
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Swamp.png
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Greenish.png
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General Brave
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Re: Swamp tiles

Post by General Brave » Tue Jul 10, 2018 4:08 pm

We can use them all, even the brown one for sewers.
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Lynx Shafir
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Re: Swamp tiles

Post by Lynx Shafir » Tue Jul 10, 2018 4:26 pm

They are beautiful
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makazuwr32
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Re: Swamp tiles

Post by makazuwr32 » Tue Jul 10, 2018 5:44 pm

Nono.
Ships CAN'T move entirely through swapms. For woter only units swamp acts as another land.
For Amphibious units though swamp acts like water though - like merlocks, turtle from scaledfolk...
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: Swamp tiles

Post by General Brave » Tue Jul 10, 2018 5:57 pm

I thought only small ships can goes through this.
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makazuwr32
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Re: Swamp tiles

Post by makazuwr32 » Tue Jul 10, 2018 6:05 pm

Not even smallest ones which are used in open waters or rivers.
In 10th century Russians used special ship-like transports for navigation through swamps. but these ones can't move in open water/rivers due to its extemely light weight and flat bottom.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: Swamp tiles

Post by General Brave » Tue Jul 10, 2018 6:07 pm

So it a wooden raft wouldn't work?
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makazuwr32
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Re: Swamp tiles

Post by makazuwr32 » Tue Jul 10, 2018 6:08 pm

I think scaledfolk units by themself can move without penalties through the swamps.
They just don't need rafts.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: Swamp tiles

Post by General Brave » Tue Jul 10, 2018 6:12 pm

Okay, should the swamp give a penalty to Giants or heavily-armed units.
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Lynx Shafir
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Re: Swamp tiles

Post by Lynx Shafir » Tue Jul 10, 2018 6:19 pm

Its not straight swamp related, , but water Efect related.
Undeads should NOT get burning in water.
I think the Sea serpent also get burning and leaves a ship wreck, it's totally insane.
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makazuwr32
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Re: Swamp tiles

Post by makazuwr32 » Tue Jul 10, 2018 6:22 pm

For scaledfolk? Giant - no. Especially for Turtleman - this one must move in swamp like in water.
Heavy armored - depends on speed: if its speed is higher than 2, than -1 it gains, if 2 or lower than no penalty.
If target is heavy armored giant than it gains penalty.

Also Their cavalry on horses must be affected as normal. if they will be on Komodo dragons than maybe lower their speed to 5 (and 4 to centurion) but these ones will get only -1 speed penalty.

For others - Cavalry gains -2 speed, infantry and foot archers -- -1 speed, giants -- -33% speed, mechanical units can't move through entirely (wagons, catapults, dwarven mechanical non-flying units i suggested...), heavy armored targets gain additional -1 speed penalty if their speed is higher than 2.
Last edited by makazuwr32 on Tue Jul 10, 2018 6:24 pm, edited 1 time in total.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: Swamp tiles

Post by General Brave » Tue Jul 10, 2018 6:23 pm

We should really fix that, I could.
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Re: Swamp tiles

Post by General Brave » Tue Jul 10, 2018 6:25 pm

makazuwr32 wrote:
Tue Jul 10, 2018 6:22 pm
For scaledfolk? Giant - no. Especially for Turtleman - this one must move in swamp like in water.
Heavy armored - depends on speed: if its speed is higher than 2, than -1 it gains, if 2 or lower than no penalty.
If target is heavy armored giant than it gains penalty.

Also Their cavalry on horses must be affected as normal. if they will be on Komodo dragons than maybe lower their speed to 5 (and 4 to centurion) but these ones will get only -1 speed penalty.

For others - Cavalry gains -2 speed, infantry and foot archers -- -1 speed, giants -- -33% speed, mechanical units can't move through entirely (wagons, catapults, dwarven mechanical non-flying units i suggested...), heavy armored targets gain additional -1 speed penalty if their speed is higher than 2.
Sounds reasonable.
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makazuwr32
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Re: Swamp tiles

Post by makazuwr32 » Tue Jul 10, 2018 6:29 pm

makazuwr32 wrote:
Fri Jul 06, 2018 1:16 pm
makazuwr32 wrote:
Fri Jul 06, 2018 7:11 am
I still think that only thing it needs is more terrain tiles.

Swamps are definately needed - act as barrier for all mechanical unit like wagons and chariots but cavalry and infantries can move through with penalty: -1 speed for infantries and -2 to cavalries (flat, cavalry with speed 6 can move through swamp for 4 tiles and elephants can move on 1 tile only if they got there).

Special units like ranger and ninja can move there without penalty.
...
Because for scaledfolk swamps will be native biome they get less penalties.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: Swamp tiles

Post by General Brave » Tue Jul 10, 2018 6:49 pm

Ok.
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General Brave
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Re: Swamp tiles

Post by General Brave » Tue Jul 10, 2018 7:53 pm

Is a sample, you can modify it.
Green_swamp.png
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Typhoon
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Re: Swamp tiles

Post by Typhoon » Tue Jul 10, 2018 11:53 pm

That looks great
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General Brave
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Re: Swamp tiles

Post by General Brave » Tue Jul 10, 2018 11:57 pm

Can someone make swamp grass.
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samuelch
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Re: Swamp tiles

Post by samuelch » Wed Jul 11, 2018 4:00 am

How's this?
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makazuwr32
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Re: Swamp tiles

Post by makazuwr32 » Wed Jul 11, 2018 4:02 am

I think swamp must have not so rough transition from normal grass and others.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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