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Author Topic: Of Forests and Elves  (Read 751 times)

Captain Mayday

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Of Forests and Elves
« on: September 08, 2008, 02:58:48 am »

I just have a couple small suggestions for these during Worldgen.
Currently Forests are cleared, and regrown, at a tremendous rate.
For those who don't know what I'm talking about, when a race places a town in the forests, and they are not elves, they will clear that forest immediately. If the site is destroyed, the forest nearly immediately grows back to its full strength.
Elves will do this to a less extent in Jungles, I believe, turning them into mere forests.

Anyway, my first point is this: Regrowth and forest clearing shouldn't occur as fast as it does, especially in the cases where a jungle is clearcut. Regrowth from clearcut to forest should, imo, take about 4x as long, and as long again to jungle.

My second point is that this would suggest that the Elves enjoy Forests, and that perhaps they could aid in spreading the forests, placing settlements in areas with the potential to support forests (such as grasslands). This would also prevent them from getting stuck in tiny forests.
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Pilsu

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Re: Of Forests and Elves
« Reply #1 on: September 08, 2008, 03:36:40 am »

Oh yeah, 50 years for useful lumber sounds like fun gameplay
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Captain Mayday

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Re: Of Forests and Elves
« Reply #2 on: September 08, 2008, 04:22:16 am »

Oh yeah, 50 years for useful lumber sounds like fun gameplay

I'm talking about Worldgen here.
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Granite26

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Re: Of Forests and Elves
« Reply #3 on: September 08, 2008, 09:54:18 am »

Personally I think a sawmill building, 1 trunk = 4 logs, and trees take 4 times as long to cut and grow would solve everyones issues.  (even the world gen ones)

Captain Mayday

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Re: Of Forests and Elves
« Reply #4 on: September 08, 2008, 10:38:36 am »

Personally I think a sawmill building, 1 trunk = 4 logs, and trees take 4 times as long to cut and grow would solve everyones issues.  (even the world gen ones)

True. There is currently a large degree of wastage, if the logs are really proper logs.
Also, remember, I'm talking about the density of trees. On a grassland area there are still trees, on a forest there are more, and in a jungle there are more still. You don't get that sort of growth in a couple of years, even if a single tree can grow that fast.
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Neonivek

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Re: Of Forests and Elves
« Reply #5 on: September 08, 2008, 01:17:31 pm »

I think the reason trees grow near instantly, relative to the many years good lumber would take to recieve, is due to how slow time actually passes in Fortress mode and Adventurer mode... it is also the reason why Dirt Roads quickly degrade.

There just isn't enough wood... even for a GIANT fortress... to sustain a fortress for more then one or two years if you actually USE the wood.
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Granite26

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Re: Of Forests and Elves
« Reply #6 on: September 08, 2008, 01:25:58 pm »

Personally I think a sawmill building, 1 trunk = 4 logs, and trees take 4 times as long to cut and grow would solve everyones issues.  (even the world gen ones)

True. There is currently a large degree of wastage, if the logs are really proper logs.
Also, remember, I'm talking about the density of trees. On a grassland area there are still trees, on a forest there are more, and in a jungle there are more still. You don't get that sort of growth in a couple of years, even if a single tree can grow that fast.

If I had to guess, I'd say that there's no concept of 'becoming' in worldgen, only being.  That is, the trees on this map are what the biome says there should be minus what is being used by the nearest civ.

AKA Current Trees = Biome_Norm - Civ_Use, Rather than Current_Trees = Old_Trees + Biome_Growth - Civ_Use