Flat Lands

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Magial

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Id like to have some really open ground battles instead of all the hilly terrain that I seem to be getting with sections of the landscape flat.

The map terrain seems really flat, but once you go into the battle, there are huge hills capable of killing men if not seriously crippling them.

So whats the possibility of having a few more flatter landscapes?
 
Totally agree. Especially in places like the open steppe, which is *supposed* to be flat.

I was wondering how you could implement this though because with no visual indicator you wouldn't know where the boundaries of the battlefield were, and you'd end up running without warning into an invisible wall. But someone suggested just darkening the terrain at the battlefield boundary so you could tell where the boundaries are, which I think is a neat idea.
 
:smile: This is a variation of previously made suggestions - by yours truly -that the battle map be more representative of the world map location of the battle.

That is, for example, if you're on grasslands on the world map, your battle would be more likely to be fought on relatively flat grasslands (I can see how gentle slopes, small hills, small groups of trees, could break up lines of sights and add variety but it would be relatively flat land).

Likewise if ambushed in forests, your combat would be fought in a forest like battlemap, and so on.

Now, this thread must sink without a trace... :smile:
 
Don't worry peoples. Armagan has indicated that the he'll fiddle with the random terrain generator in later versions:

Here's the thread.
http://taleworlds.com/v-web/bulletin/bb/viewtopic.php?t=1094

It's worth noting tho that considering that all the battlefields are randomly generated I haven't once come across one that screwed up the gameplay. That's remarkable- the levels are almost allways varied and interesting and seem to have natural formations of gulleys and hills etc.

Occasionly you'll come across a level where the enmies or you will spawn in a big 'pit' but, for the most part the system is glitch-free and very effective.
 
Kynes said:
It's worth noting tho that considering that all the battlefields are randomly generated I haven't once come across one that screwed up the gameplay. That's remarkable- the levels are almost allways varied and interesting and seem to have natural formations of gulleys and hills etc.

I've often been put in areas which have made the battle rather unfun.

Full calvary army + hills (in the middle of the plains?) = no fun.

It would be nice to have it so that the external world was graded in a way, and that the random generation of the battle field was then restricted by the grading.

EG:

Grading 1: Plain
Random Generation: few trees, no water, hardly much change in elevation over the map.

Gradind 2: Foothills
Random Generation: some trees, none-small water, moderate hills.

Grading 3: Forest
Random Generation: many trees, random water, few changes in elevation.

etc.

This would also add some strategy to choosing the battle field. Infantry army with horsemen chasing after you? Run to the forest then battle them there! Archer army with knights after you? Run to the mountains.

I don't know anything about the implementation, but hopfully it wouldn't be too hard to break the 'world map' up in to grading sectors and then limit the random generation according to the sector the battle takes place in.
 
Depending on what continent Calradia is supposed to be similar to there should be a lot more forests. The middle ages were a period of clearing forests. It would also add a lot to the atmosphere to have visibly different regions on the map with varying terrain types (maybe the mentioned forests, plains, steppes, mountains/foothills).

But I guess this is already in the works for the game:smile:
 
I would really like to see more flat zones and more trees. I know trees could make AI to get stucked, but just a few more, enough to force you to use "Dismount" order :smile:
 
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