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Swamp tiles

Posted: Tue Jul 10, 2018 9:52 am
by Typhoon
[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

Re: Swamp tiles

Posted: Tue Jul 10, 2018 10:18 am
by Lynx Shafir
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.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 12:34 pm
by General Brave
You want snake to eat corpse?

Re: Swamp tiles

Posted: Tue Jul 10, 2018 12:41 pm
by Lynx Shafir
He he :roll:
I said they sink in swamps. The swamp "eats" them.
Matters after water skeletons are added.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 12:42 pm
by General Brave
So the skeleton disappeared faster or become Forest skeleton.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 2:02 pm
by makazuwr32
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.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 2:22 pm
by General Brave
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.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 2:25 pm
by Lynx Shafir
Right

Re: Swamp tiles

Posted: Tue Jul 10, 2018 2:45 pm
by patroid
Hi,


Patroid

Re: Swamp tiles

Posted: Tue Jul 10, 2018 2:55 pm
by General Brave
Nice, can you make a green one also.
patroid wrote:
Tue Jul 10, 2018 2:45 pm
Hi,


Patroid

Re: Swamp tiles

Posted: Tue Jul 10, 2018 3:39 pm
by patroid
Hi,
lke this?

patroid

Re: Swamp tiles

Posted: Tue Jul 10, 2018 4:08 pm
by General Brave
We can use them all, even the brown one for sewers.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 4:26 pm
by Lynx Shafir
They are beautiful

Re: Swamp tiles

Posted: Tue Jul 10, 2018 5:44 pm
by makazuwr32
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...

Re: Swamp tiles

Posted: Tue Jul 10, 2018 5:57 pm
by General Brave
I thought only small ships can goes through this.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 6:05 pm
by makazuwr32
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.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 6:07 pm
by General Brave
So it a wooden raft wouldn't work?

Re: Swamp tiles

Posted: Tue Jul 10, 2018 6:08 pm
by makazuwr32
I think scaledfolk units by themself can move without penalties through the swamps.
They just don't need rafts.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 6:12 pm
by General Brave
Okay, should the swamp give a penalty to Giants or heavily-armed units.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 6:19 pm
by Lynx Shafir
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.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 6:22 pm
by makazuwr32
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.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 6:23 pm
by General Brave
We should really fix that, I could.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 6:25 pm
by General Brave
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.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 6:29 pm
by makazuwr32
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.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 6:49 pm
by General Brave
Ok.

Re: Swamp tiles

Posted: Tue Jul 10, 2018 7:53 pm
by General Brave
Is a sample, you can modify it.
Green_swamp.png
Green_swamp.png (12.76 KiB) Viewed 2647 times

Re: Swamp tiles

Posted: Tue Jul 10, 2018 11:53 pm
by Typhoon
That looks great

Re: Swamp tiles

Posted: Tue Jul 10, 2018 11:57 pm
by General Brave
Can someone make swamp grass.

Re: Swamp tiles

Posted: Wed Jul 11, 2018 4:00 am
by samuelch
How's this?

Re: Swamp tiles

Posted: Wed Jul 11, 2018 4:02 am
by makazuwr32
I think swamp must have not so rough transition from normal grass and others.