View Full Version : Orcs can build improvements in forests!
EverNoob Jan 11, 2008, 11:49 PM Is this a bug or intentional (0.30 patch f)? If you cast blaze in a forest, goblin workers can build improvements when the forest is on fire. Then when the fire goes out, the forest grows back without removing the improvement.
Blakmane Jan 12, 2008, 05:25 AM sounds like a bug, report it in the bug thread.
BeefontheBone Jan 12, 2008, 05:47 AM Actually, it's a known bug, so there's probably not much need to report it again.
MaxAstro Jan 12, 2008, 11:01 AM Technically, anyone can get forest improvements thanks to the wonders of forest fires. Just move a worker into a forest that is adjacent to a fire, wait for the fire to spread to the forest, then start building something. The improvement will be constructed, chopping down the forest in the process, but then the forest fire script will cause a new forest to grow in the tile.
Now what really scares me is wondering if you can use this same trick to get forested cities? o.O
SwordofStriker Jan 12, 2008, 11:33 AM An easy fix for this would be to simply make fire kill units caught in the tile with them. Yes, kill, not hurt.
It would make water much more important and fire would become a viable weapon at tier 1.
rusty217 Jan 12, 2008, 11:40 AM An easy fix for this would be to simply make fire kill units caught in the tile with them. Yes, kill, not hurt.
It would make water much more important and fire would become a viable weapon at tier 1.
Well, that would make ashen veil civs with hell terrain over deserts invincible wouldn't it?
And also Orcs have a risistance to fire so they would probably still be able to use the exploit.
SwordofStriker Jan 12, 2008, 12:20 PM Well, that would make ashen veil civs with hell terrain over deserts invincible wouldn't it?
And also Orcs have a risistance to fire so they would probably still be able to use the exploit.
Well, you have a point, but then again, you can differentiate between fire resistance, and fire immunity. A check each turn in the fire would mean only immune units would be able to stay long. Resistance would then be only for resisting spells and for passing through the flames briefly, but not without risk.
ChaoticWanderer Jan 12, 2008, 02:26 PM I think you can have a killing immediately of any worker caught in flames since they have a strength of zero ( except mud goldems but mud glems would turn to dirt in fire)
MagisterCultuum Jan 12, 2008, 02:33 PM I still think that flames should do a little fire damage to units on the tile each turn, with fire resistance giving a chance to avoid such damage / reduced amount of damage.
I would also like it if you didn't really need to have resistance to move to the tile (although the AI probably shouldn't do so, sine it could cost them units). Better yet, tie the ability to move to these tile to the Morale mechanic (if implemented) an require only units of high enough morale could enter the tiles (units with fire resistance wouldn't require so high a morale). Only the bravest units would be willing to walk through flames knowing they would hurt them.
vorshlumpf Jan 12, 2008, 03:40 PM Forest fires are out of control in this game (meant in a game-mechanic perspective, not a realism perspective). Plus, I don't know of many non-magical creatures that could endure a true forest fire - they should be expelled from the tile with a random amount of damage (if they have nowhere to go, the damage increases with a chance for death). And the game should go back to the old mechanic of burnt forest appearing under the flames. This burnt forest turns into new, then regular forest over time. If the burnt forest is removed (i.e., some builds something on it, even elves), then there is nothing to grow back.
bc1 Jan 13, 2008, 03:20 AM @vorshlumpf: +1 except why should elves remove burnt forests ? if they're allowed to build on forests why is this an issue for them ?
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