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Author Topic: Grass  (Read 1786 times)

Firehound

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Re: Grass
« Reply #15 on: March 24, 2010, 07:06:36 am »

However... you should also take into consideration how easy grass is to kill in real life. a small army trampling it should cause some serious damage to trees and such. as it is, 3-4 humans treading a daily path kill the grass in less then a week if it is not properly groomed to survive it in real life.
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NW_Kohaku

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Re: Grass
« Reply #16 on: March 24, 2010, 07:18:32 am »

Well, as it stands, a single passing of only 3-4 people will create a fire-proof barrier.
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Andeerz

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Re: Grass
« Reply #17 on: March 24, 2010, 03:47:01 pm »

Part of me thinks that's reasonable, considering the rapid flow of time in the game...
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Pilsu

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Re: Grass
« Reply #18 on: March 24, 2010, 05:19:41 pm »

I'm impressed if you can kill any grass by wading through a field or forest bed once. Hell, I'm impressed if anything happens after you send 10 guys to do so. There's no excuse for grass imploding in on itself just because someone took a stroll in the area. You couldn't do this kind of damage with a lawnmower, let alone a few stray boots.
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TiagoTiago

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Re: Grass
« Reply #19 on: March 24, 2010, 09:30:57 pm »

it would be interesting if each creature affected grass differently, like each would have properties like weight, number of paws/feet, size of paws/feet, motion speed etc that would be taken in consideration for calculating how much of the health of the grass would be taken each time a creature of that species stepped on it, and since people complain grass dies too easily, tweak the values to make trail creation require much more intense traffic than currently. Somthing that would allow for trails to emerge automaticly would be to have dwarfs and some creatures consider walking over less healthy grass to be less expensive than thru healthier grass, but of course don't make completly healthy grass too expensive. This should create a randomish gradient pattern that would lead to the paths more often used being used even more often, and guide dwarfs and other creatures towards the most often used paths without blocking their path thru less used areas if necessary, and a network of trails should emerge.
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NW_Kohaku

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Re: Grass
« Reply #20 on: March 24, 2010, 09:56:22 pm »

Oh, actually, I thought of another one:  in the pre-seige portion of a fortress, goblin ambushes can be detected based upon searching for where grass has been trampled recently.

Just find something that looks like a path in the grass, go to where it heads, unpause, and see if the path extends any during the time you are watching.

Also, size does seem to affect how grass gets trampled already: large creatures, like dragons will always kill grass on their first pass, and I think horses do quite a number on grass, as well.
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ungulateman

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Re: Grass
« Reply #21 on: March 25, 2010, 12:39:56 am »

That would be because dragons have [GRASSTRAMPLE:50]. A group of dwarves will wear down grass over time; a dragon does it with every step.
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assimilateur

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Re: Grass
« Reply #22 on: March 25, 2010, 12:49:04 am »

That would be because dragons have [GRASSTRAMPLE:50]. A group of dwarves will wear down grass over time; a dragon does it with every step.

While that may be true, it does not account for why a horse supposedly (I base this on Kohaku's claim, as personally I've been playing with grass trample off for quite some time) tramples grass faster than a dog. Both lack the [GRASSTRAMPLE:n] tag by default, so it's conceivable that they'd default to a setting based on their size.
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ungulateman

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Re: Grass
« Reply #23 on: March 25, 2010, 07:29:12 am »

Fair enough. I've only seen horses in terrifying biomes (where all the plants are dead anyway) so I wouldn't know.
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That's the great thing about this forum. We can derail any discussion into any other topic.
It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

Dvergar

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Re: Grass
« Reply #24 on: March 25, 2010, 03:09:29 pm »

Grass being trampled is all cool and that, but what about "trampling" becoming "grazing", the animals of mounted seige armies and lower forms of seige capable creatures could actively "trample/graze" new grass every so often to simulate foraging.

I don't know about the Romans so much, but in the Western World, armies were often supported by the surrounding area until Napoleon's time.
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Pilsu

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Re: Grass
« Reply #25 on: March 25, 2010, 03:15:17 pm »

Grazing doesn't completely destroy it either though. There's a lot you can do with it but it's not a priority, thus the request for an init toggle to disable it
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