Tekamthi
Emperor
- Joined
- Aug 12, 2016
- Messages
- 1,909
Standalone (and improved) version of the ocean storms in Maritime Battles+....
This mod adds a Storm plot, and procedural rules for how this storm plot spawns and moves around the map:
Spoiler :
Storm plot rules
- storm is a hybrid improvement/feature -- units can move through it like any other plot
- 3 movement cost
- blocks sight similar to forest/jungle
- submarine ignores move cost
- hover unit +1 extra move cost in plot
- cannot be pillaged or removed by player
- worker cannot start a build in a storm
- city cannot be founded in a storm
- storms spawn and move according to one of 4 sets of procedural rulesets
- season rulesets are applied consecutively for a period of turns set according to map size and game speed (min 4, well into the 20s on larger maps and longer turn times)
- season rulesets are applied per region, divided by latitude ie the equator and tropics
- seasonal weather update events occur on rotating basis (ie on turn 1 weather updates on player 1's turn, turn 2 on player 2's etc.)
- there are 4 ocean spawn areas and 4 lake spawn areas, ie equator/tropic divisions
- each season, storms will spawn in one ocean region and one lake region
- storms may spawn in adjacent plots on a recursive basis, a storm spawn may involve just one plot or several
- no spawns outside of ocean and lake plots (though recursive adjacency may grow a storm spawn into any eligible plot)
- storms may move to any adjacent plot with no improvement, feature, mountain, or worker build
- possible move directions change per season (min 2 move options, max 3 move options)
- storm that cannot move may despawn on % chance
- storm that is over land and not adjacent to water may despawn on % chance
- any unit that should not be in ocean at end of turn is moved into adjacent coast closest to capital, or moved closer to capital continuously until in coast plot. Any storm plots through which the unit passes are removed.
- this sometimes means a unit can take a shortcut across ocean -- think of it as a fortuitous wind
- also serves as inadvertent unstuck mechanism for trapped recon with coast access

Current state (v4): Tested for 100+ turns in observer mode on large map standard speed, no issues detected, storm amounts seem appropriate. So far, performance-hit is not noticeable. Road pillage chance is disabled by default but works if set in options. Several issues identified & eliminated in v2/3, both big and small; still have not observed in late-game, but may be in non-test, game-ready state.
Last edited: