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When I dug this a couple of weeks ago, having "is a cave" is one of the criteria that prevents terrain changes from growth/death in either direction.
EDIT: Actually, is it possible that this is what's been going on with coastal and other terrain-based recruitment? That these terrains with tags like "is a forest" and "is a highland" were overpowering or not counting the "is a cave" tag, making units that are recruitable in forests, highlands, etc., recruitable underground when they never should've been? This might explain why Tartaloak (highland recruit) were recruitable in crystal caves on release, but Basajaunak and Basandereak (forest recruit) weren't recruitable in cave forests: cave forests existed in Dominions 5 and were correctly differentiated by the "is a cave" tag, but crystal caves are new and may not have had the "is a cave" tag included correctly.
At the moment it's scattered all over. I started a thread in the beta forum (of which a bunch of stuff has changed since I did it originally). I'm really waiting for a dom6 branch of Illwiki to throw things together, and to try to do a better job of organising stuff this time around.
(I believe Pencils is aware of the docuwiki side of what needs doing to make a dom6 flavour, just real life and finding time is a challenge)
Thank you, it means a lot :)
I don't know how much dom6 I will find it in me to do. In many ways a lot of things are still the same or are subtly different, and going back and checking mechanics in painstaking detail is less interesting than going and digging them up the first time.
Very possible, but I don't really have a good understanding of how recruitment in general actually works as (besides what goes on with Ind's apparently random but not-so-random poptypes) it's much easier just to pop open the game and have a look than try to work through a bunch of disassembled stuff.
The "cave subtypes" are exactly how "multi terrains" worked in dom5, just the UI sees "is a cave plus is a forest" and come up with "cave forest" etc instead. Or in more technical terms...
0x1014 "Flooded Crystal Cave (low income, excellent resources, many more magic sites)" - sea+highland+cave
0x1004 "Flooded Cave (low income)" - sea+cave
0x1080 "Cave Forest (high income, low resources, more magic sites)" - forest+cave
0x1010 "Crystal Cave (low income, excellent resources, many more magic sites)" highland+cave
0x1020 "Drip Cave (excellent resources)" swamp+cave
Also maybe of interest, the nexus might use the 3rd now but the other two are I don't think used. I don't know if vast works or if infernal waste has a different appearance or anything though
0x200000000 ", Vast (armies will not clash, cannot be owned)" (this is a "modifier" like rivers are)
0x400000000 "Infernal Waste (void of life)"
0x800000000 "Void (very low income, many magic sites)"
There is also an inferno.map and inferno.d6m in /data suggesting that maybe at one point that Illwinter were planning on having an actual inferno map instead of the abstracted version, but that was never present even in the very first beta build we had.