Putting out Fires

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.

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?
 
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?

Yeah, AA made the burnt and new forest graphics, and we talked about the jungles. For now burning down a jungle will eventually cause it to regrow as a forest.
 
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.

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. :cry:

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. :goodjob:
 
That's why i suggested using Sureshot automated casters to enable auto-cast the sanctify spell. It would also help the AI i guess.

As for hell crossing oceans, it's OK, it spreads like a plague on the world, it's also present IN the ocean, just invisible (well, nearly invisible i should say, i noticed the minimap turns darker for hell terrain, including the ocean, so you have a way to tell where it is in the ocean. maybe some hell ocean will show up in the future.
 
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.
 
Just an update...

The Infernal has built two cities along one of my borders. Apparently, they have the ability to produce Super Goo. This stuff is really annoying as it comes back NEXT turn after you use the Sanctify spell.

I now have to station 4 Adepts/Mages along this border just to deal with it. :(
 
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? :)
 
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.
 
did anyone consider the consequences of acheron the red dragon and forest jungle fires?

I ask because in my current game he took a city in what amounts to a rain forest, and spat a few meteors at someone's passing units, these ofcourse spawned fires which now basicly threaten burn down everything on the continent, since virtually all the forest and jungles are connected. With him spawning at turn 100, and it only being about turn 130, it isn't possible for anyone to have adepts or the required techs and promotions, so these fires are raging uncontrolled and without recourse.

Granted it's going to be hilarious to whatch the whole continent ablaze, too bad most will go out on their own before the rest lite up, but still it should be very amusing. But i think this might be a slight oversite...
 
Yesturday playing as Khazad I was full of joy and happynes when the dragon spawned and started a big fire on the south on the land were I lived. Without bronze working I hoped it will clean the land for forms. The fires did not reach me, all went down :/ I bet if I were playing the elfs then all would burned to the ground.
 
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.

THANK YOU! Truer words were never written.

I am at the end of my game now and it has become almost unmanageable as the barb have Tier IV units. They are spawning Lizard Beastmasters every few turns and going out to fight fires is a lot tougher.

I like the concept of having fire spread, but there has to be a better way of dealing with it.

Crossing the water makes it tough to deal with as you really cannot go to the other shore and put it out there. 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.
 
Make up your mind. Are you talking about hell or fire cause that are two different things in this game.
 
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.
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.
If so, does the sanctify spell correctly removes hell from there as well as changing the tile on the map??
 
[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.

Now, that's a good idea!

It could give the game an additional dimension of Ljosalfar vs. darkwood creatures confrontation, present in so many fantasy settings.
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.
 
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.

I proposed that but the spelling killed it apparently :D Should be instead of 'sanctified' -> 'sancryfyed'

I think it should be flammable but the chance be lowered significantly. They should give production thou, only to the evil nations but should.
 
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. :cry:

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. :goodjob:

Hell terrain wont enter your territory unless:

1. You are the infernals.
or
2. The Armageddon Counter (AC) is about 25 and you are the Ashen Veil.
or
3. The AC is above 50 and you are evil.
or
4. The AC is above 75 and and you are Neutral.

Sanctify may buy you a little time, and help turnover tiles when you recover a hell terrain area instead of waiting for it to switch back. But it isn't intended to be used to fight hell terrain expansion if one fo the 4 things above is true.

If you are worshipping the Ashen Veil, then expect to get hell terrain. If you are evil or neutral and don't want it then you are going to have to keep it below those thresholds. Killing Hyborem will knock it down a fair amount.

The barbs don't have a special ability to pass through fire tiles. Orcs have enough fire resistance to be able to do it, which is why you see them walking through it (so its an orc ability, not a barb ability).
 
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.
 
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.

Kinda. I havent replaced those terrains with another form (yet) so there isn't a change but they do spread the hell rate. Its the same as water tiles and such, hell is spreading through them you just don't see the change.
 
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