Tekamthi
Deity
- Joined
- Aug 12, 2016
- Messages
- 2,003
iirc (haven't looked at the code here in a while) the current (intended) malus is as follows:
Wildfire:
plot yield: -1 production
Unit in plot: -10% CS, healing blocked, vision reduced to 1
Smoke:
Behaves identical to forest for blocking vision to other plots
Unit in plot: vision reduced to 1
Note: wildfire is an improvement only, vs smoke is improvement/feature combined. The improvement adds a promotion to any unit standing on it. These are the mechanisms via which all characteristics are achieved in game.
On paper, so to speak, these strike me as relatively small -- however this under the assumption that fires are only lasting a few turns. All fire should only last a fixed number of turns -- if it's accumulating and not going away, this needs to be investigated, and I need more detail -- for now treating as isolated report from one user, cannot reproduce (I'm still finishing a game on VP 3.7.x; if something has broken in 4.x+, I have yet to detect/observe).
Anyway both happiness and food malus can likely be easily achieved if desired. I think it was more the on unit effects that there was some complaint. I could remove vision effect from the fire itself, that way smoke is the only one that does this, and users can turn off smoke if they don't like it. I am inclined to leave the rest as is, but remain open to other suggestions. For the sake of discussion, being specific is good (ie saying something should have +1 food is preferable to just saying it should generally buff food, etc.)
As I've reflected here, I think we might actually get the AI to pay attention to fires (in their owned territory only) via always having some better improvement available to them. So current implementation with fire having -1 production, if there were an invisible improvement that returned plot to 0 production, in theory they could identify to build this on top of fire. Once built it can be easily removed. Will explore this as well for next version
Wildfire:
plot yield: -1 production
Unit in plot: -10% CS, healing blocked, vision reduced to 1
Smoke:
Behaves identical to forest for blocking vision to other plots
Unit in plot: vision reduced to 1
Note: wildfire is an improvement only, vs smoke is improvement/feature combined. The improvement adds a promotion to any unit standing on it. These are the mechanisms via which all characteristics are achieved in game.
On paper, so to speak, these strike me as relatively small -- however this under the assumption that fires are only lasting a few turns. All fire should only last a fixed number of turns -- if it's accumulating and not going away, this needs to be investigated, and I need more detail -- for now treating as isolated report from one user, cannot reproduce (I'm still finishing a game on VP 3.7.x; if something has broken in 4.x+, I have yet to detect/observe).
Anyway both happiness and food malus can likely be easily achieved if desired. I think it was more the on unit effects that there was some complaint. I could remove vision effect from the fire itself, that way smoke is the only one that does this, and users can turn off smoke if they don't like it. I am inclined to leave the rest as is, but remain open to other suggestions. For the sake of discussion, being specific is good (ie saying something should have +1 food is preferable to just saying it should generally buff food, etc.)
As I've reflected here, I think we might actually get the AI to pay attention to fires (in their owned territory only) via always having some better improvement available to them. So current implementation with fire having -1 production, if there were an invisible improvement that returned plot to 0 production, in theory they could identify to build this on top of fire. Once built it can be easily removed. Will explore this as well for next version
Last edited: