New Terrain Type - A Request!

Byzantine Productions Pike and Shot is a deep strategy game set during the bloody conflict of the Thirty Years War.

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Miletus
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New Terrain Type - A Request!

Post by Miletus »

Hi folks,

I know there's been some discussion on this quite a long time back, which I think ended with RBS saying that things would remain as they currently are. But I want to make a plea - once again - for an option to be added in to the Skirmish terrain builder alongside the current ones (Hilly, Agricultural etc). And that's to have a terrain type that creates battlefields that are predominantly light on terrain features, i.e. mainly flat pasture or grassland with a few minor terrain features.

I fully understand that there is a case to be made for this being "unrealistic". It would be pointless to revive that argument either way, IMHO. But I'd say, purely from a gaming perspective, that I'm far from being the only wargamer who prefers to fight on a predominantly "open" battlefield.

How difficult, really, would it be to program this in? I can't imagine it would be that time-consuming, because presumably it would be a case of adding a few new numbers to whatever parameters control terrain creation and placement. So is the problem one of alleged historicity? If so it seems rather dogmatic...

Anyhow, I remain hopeful that one day this dream of mine will come true, hence the plea. Or am I just being a silly pleader?
Cheers,
Miletus.

"Ask not for whom the bell tolls -
just answer the door already!"
rbodleyscott
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Re: New Terrain Type - A Request!

Post by rbodleyscott »

No fundamental objection. Just finding the time to script and test it is the issue. Other projects (using the same basic engine) are taking up the available time. We do have a Steppe algorithm, but that is probably a bit too light on terrain.
Richard Bodley Scott

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Miletus
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Re: New Terrain Type - A Request!

Post by Miletus »

rbodleyscott wrote:No fundamental objection. Just finding the time to script and test it is the issue. Other projects (using the same basic engine) are taking up the available time. We do have a Steppe algorithm, but that is probably a bit too light on terrain.
Thanks for taking the time to reply Richard, much appreciated, and it helps clarify the question for me a bit. I still think it might be worth doing in the not-too-distant future, even if it isn't a priority, as I think it would remove a minor quibble with what is otherwise a superb game. :)
Cheers,
Miletus.

"Ask not for whom the bell tolls -
just answer the door already!"
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