Topic: The new tree-spreading feature
MegaMatze Topic Opener |
Posted at: 2009-09-13, 08:33
Hi, I wonder if you made the same experience like me. In the begining of a game the trees are moderatly spread over the map and you could easily build between them. But after 15 minutes or so, the not civilised parts of the map are so crowded with trees, that you could only expand your borders, if you use a lot of lumberjacks. In the end the game turns out to be more a war against nature than against your enemies. The feature is realistic, but it canges the game a lot. And I suggest to restrict the tree-spreading a little bit. Top Quote |
simplypeachy |
Posted at: 2009-09-14, 17:59
I think the tree growth feature has been toned down in the latest build 14RC. It could be some maps still have too many trees. If you're still experiencing this with build14RC let me know what map you were playing on. I notice now that only some areas have tree growth and that it doesn't take over the world any more WARNING: New-style view packet not found. There may be strange effects regarding unseen areas. |
MegaMatze Topic Opener |
Posted at: 2009-09-14, 18:53
so you could set the area that will use the automatic growing feature? And the other areas don't? Is it possible to set that in the editor? The map I played was elven forests. Edited: 2009-09-14, 18:54
Top Quote |
sigra |
Posted at: 2009-09-14, 21:56
Yes, it is called terrain type. Different tree species grow on different terrain types. Some terrain types are unsuitable for all tree species. If a map has mostly terrain that is very suitable to trees, it will naturally be full of trees eventually. Edited: 2009-10-17, 07:25
Top Quote |
egg |
Posted at: 2009-10-17, 04:35
Is there a list of terrain properties somewhere? Top Quote |
sigra |
Posted at: 2009-10-17, 07:26
In the conf-file of each tree type. Top Quote |
egg |
Posted at: 2009-10-17, 11:22
Thankyou sigra. Top Quote |
Spiceskull |
Posted at: 2009-12-02, 18:29
I've been getting a bit cheesed off about this feature as well - I need so many lumberjacks that my roads are clogged up with trunks. Looking at the config file for one specific tree, I found the following: [terrain affinity] steppe= 3 berg1= 14 strand= 14 wiese1= 220 wiese2= 255 wiese3= 255 berg2= 14 berg3= 14 berg4= 14 wiese4= 255 bergwiese=170 It would seem to follow that if I set the affinity for each land type to approaching 255 then the growth would be slowed to almost non-existent. Am I right in this, or am I missing some important point about 'affinity?' Thanks, Adm. Top Quote |
Nasenbaer |
Posted at: 2009-12-02, 19:49
No actually you are completely wrong affinity means how good a plant can grow on a specific terrain. Each value is taken on 255, so a value of 3 means: if the tree is growing, the chance is just 3/255 that it will not die. What you want to change is the lifetime of the big trees (treeX/conf) you'll find an entry somewhere that determines, when the tree will seed/die. higher that value to a big value and the tree growth won't be visible anymore (or at least only partly) Cheers Peter Top Quote |
MegaMatze Topic Opener |
Posted at: 2010-05-02, 12:32
It would be nice if one type of "Wiese" (grass land) could be included, that has a lower afinity (30-50 or so). So the maker of a map could make areas that will look normal but not grow so much trees. Is there an option in the new build 15 editor to make maps that moderate the automatic tree growing a little bit? If I want to build a map, that is mainly grass land, I would guess that I use mainly wiese1 and bergwiese to have a little bit less problems with trees. In my last game I had about 25 lumberjacks and the warehouse were almost exploding because of the giantic amount of trees they had to keep Top Quote |