Swamp tiles - IMPLEMENTED

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Typhoon
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Swamp tiles - IMPLEMENTED

Post 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
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Lynx Shafir
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Re: Swamp tiles

Post 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.
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General Brave
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Re: Swamp tiles

Post by General Brave »

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

Post by Lynx Shafir »

He he :roll:
I said they sink in swamps. The swamp "eats" them.
Matters after water skeletons are added.
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A moment I'm torn between two tides,
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Re: Swamp tiles

Post by General Brave »

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

Post 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.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Swamp tiles

Post 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.
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Lynx Shafir
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Re: Swamp tiles

Post by Lynx Shafir »

Right
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
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patroid
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Re: Swamp tiles

Post by patroid »

Hi,


Patroid
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General Brave
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Re: Swamp tiles

Post by General Brave »

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


Patroid
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Re: Swamp tiles

Post by patroid »

Hi,
lke this?

patroid
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Re: Swamp tiles

Post by General Brave »

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 »

They are beautiful
Thy gave me a sword to pierce a lie,
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A moment I'm torn between two tides,
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Re: Swamp tiles

Post 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...
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Swamp tiles

Post by General Brave »

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

Post 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.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Swamp tiles

Post by General Brave »

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

Post by makazuwr32 »

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 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Swamp tiles

Post by General Brave »

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 »

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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A moment I'm torn between two tides,
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Re: Swamp tiles

Post 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.
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 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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General Brave
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Re: Swamp tiles

Post by General Brave »

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

Post 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.
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Re: Swamp tiles

Post 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.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Swamp tiles

Post by General Brave »

Ok.
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Re: Swamp tiles

Post by General Brave »

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

Post by Typhoon »

That looks great
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Re: Swamp tiles

Post by General Brave »

Can someone make swamp grass.
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samuelch
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Re: Swamp tiles

Post by samuelch »

How's this?
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Re: Swamp tiles

Post by makazuwr32 »

I think swamp must have not so rough transition from normal grass and others.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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