AlazkanAssassin
Engineer
spring will put out flames on tiles next to your adept as well as on it
In 0.21 fires dont destroy forests, they make them into burnt forests. From there they will eventually turn into new forests, and back to normal forests. Its an interesting cycle to watch.
spring will put out flames on tiles next to your adept as well as on it
Jungles catch on fire, yes?
So, set a couple jungles on fire, it will spread out the entire (generally quite huge) areas of jungle. Which will burn down to burnt forest. Which will grow into new forest.
This is the FfH version of Brazil?
In 0.21 fires dont destroy forests, they make them into burnt forests. From there they will eventually turn into new forests, and back to normal forests. Its an interesting cycle to watch.
As big a drag as continual fire-fighting and terrain preservation must be, it -is- intended to feel like the end of the world, after all. I'm pulling for your elves to stay in there to the last, mind you, but I'm sure you didn't want it to be easy, did you?![]()
I'd say sisyphus here is already in hell. Hard does not mean tedius, there has to be a better way to achieve the desired effect.
Hmm, this makes me wonder, is there some sort of memory where hell terrain is located? Something stored elsewhere then only on the map? I guess there is as hell spreads to the ocean without the tiles being changed.Also, as I said, you could be clearing out an area with your magicians and the next thing you know inexplicably broken lands/field of perdition/fire breaks out 20 tiles away from where you are.The stuff must be spreading underground.
[NWO]_Valis;5163153 said:Is there burned forest on hellish terrain on the screen shot? I would propose to add to the hell terrain also a forest like feature. 'Dark woods' witch would spawn beasts on with ever who crosses them. They could be sanctified to normal forests. This way forests would not disappear when hell spreads without fires and the hell terrain would be more diverse.
To achieve this, the elves could have additional bonuses, like allowing Priests of Leaves to change the darkwood back to forest.
Hellish forests should not give any 'hammers', I doubt if the wood could be of any use for production.
Also I think that 'dark woods' should not be flammable, otherwise they would not stay long.
This is a great idea. However, it is not only the fires themselves that are the problems. The broken lands, Fields of Perdition that travel with them do a number on the terrain and must be dealt with.
The only way of dealing with them is the Sanctify spell that requires an army of Adepts with Sanctify/Spring and some protection especially against sniping Lizardman Assassins.
My current game has turned into a mess as I have a 360 degree border with open lands all around. I have 8 cities and quite a bit of territory. You can just imagine the fun I am having with the advancing delights. Adding to the fun are the barb units who apparently have asbestos skin and are able to emerge from the flames unscathed.
Anyway, here are three more suggestions you might want to consider:
1. Slow down the advance of this stuff. If you sanctify tiles and move on towards others, in 3-4 turns the stuff is back. You feel like you are watching a movie of The Blob.
2. Make it spread at least a little logically. OK, this is a fantasy mod, but I have seen it cross seas, lakes and make its way up rivers! Even worse, after clearing out an area I have seen that red crap show up on a tile that is nowhere near the rest of the tide.![]()
3. Level the playing field and take away the asbestos skin from the barbs. Make them go around the stuff like the rest of the guys.
My original analogy with pollution cleaning in CIV3 stands except, as I recall, in CIV3 you could at least automate your workers to clean pollution.![]()
Hell terrain wont enter your territory unless:
Hell terrain also will not enter any Tundra or Ice Terrain no matter who you are,
at least in the last three games that I have played they won't.