Kingdoms and Castles

Kingdoms and Castles

Elevation 1.0b
 This topic has been pinned, so it's probably important
Agentfox  [developer] 14 Jun, 2020 @ 10:00am
Suggestions
Please post any suggestions you have for this mod here, I'd love to hear your ideas and implement them if possible!
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Showing 1-15 of 30 comments
Hermes on a Scooter 14 Jun, 2020 @ 10:35am 
tunnels would be cool.

On a related note, would it be possible to have dips in the landscape? Like a valley or canyon? That would make maps even more interesting. It could also work as a way to slow down vikings by digging out ditches around the walls. Then you could have bridges, or a building like bridges that builds across canyons and ravines. It would probably be hard to implement though :/ .
Agentfox  [developer] 14 Jun, 2020 @ 10:38am 
there will be an update that includes a building that removes one block of elevation and a building that adds one, which you can use to dig out valleys, and there is also a land bridge building planned for the same update ;)
Pastrycat 20 Jun, 2020 @ 1:39am 
I noticed that elevated land doesn't change colour like the ground during winter, which is understandable, but looks kind of ugly? Maybe have an extra tier palate for it to switch to during winter?
Neko 22 Jun, 2020 @ 11:05am 
Do you have any plans for some kind of "ramps"? Paths that go up or down on hills look kinda ugly... otherwise the mod is great. Keep up the good work!
Agentfox  [developer] 25 Jun, 2020 @ 11:37am 
Yes, there are plans! I'm gonna add stairs that spawn between roads with an elevation difference.
leopoldsti13 16 Jul, 2020 @ 12:37pm 
just small thing (don't know about it but maybe) that on slopes it looks a lot like minecraft (this is completely fine just a remark) but could maybe be improved by adding a bit of a slope effet like the one you get on shores with varying levels of steepness?
could interfeer with buildings but an idea
Agentfox  [developer] 17 Jul, 2020 @ 11:51am 
the main reason I wasn't implementing that was, like you said, it interferes with buildings, in the water it isn't as prominent
Leonhardt 5 Aug, 2020 @ 7:01am 
Would it be possible to add Caves to the sides of cliffs?
Or Tunnels to allow peasants/troops to pass underneath mountains
Last edited by Leonhardt; 5 Aug, 2020 @ 7:04am
Agentfox  [developer] 6 Aug, 2020 @ 11:52am 
@MLeonhardt, unfeasable unfortunately, it could be done but would require a massive rewrite of the mod's pathfinding code, which in itself is a massive rewrite of the base game's pathfinding code, so it would be very hacky, the main issue is that the way the game stores cells (gird tiles) in code is by using their X and Z coordinates (where Y is up/down), so no 2 tiles can be on the same X and Z coordinate because most of the game code tries to search for cells by their XZ coordinate.
So for example, say we have a cave tile at coordinate (x = 5, z = 0), and also the grass tile above the cave at the same XZ position, but a different Y, then the game would try to find the cave tile by searching for a tile at (x=5, z=0), and this could return either of the 2 tiles, which can break a ton of stuff in the code.
The only exception to this system was castle walls, and how the devs solved that was they basically just added an entire seperate grid just for castle walls, so there are 2 pathfinding grids, one for literally everything in the game, peasants, vikings, ogres, buildings, and another just for troops to navigate castle walls.
Last edited by Agentfox; 6 Aug, 2020 @ 11:53am
Agentfox  [developer] 6 Aug, 2020 @ 11:53am 
but adding a new grid for every elevation tier doesn't seem feasible, unless you want to only lock caves to ground level, which could possibly be done
Leonhardt 6 Aug, 2020 @ 6:32pm 
Originally posted by Agentfox:
@MLeonhardt, unfeasable unfortunately, it could be done but would require a massive rewrite of the mod's pathfinding code, which in itself is a massive rewrite of the base game's pathfinding code, so it would be very hacky, the main issue is that the way the game stores cells (gird tiles) in code is by using their X and Z coordinates (where Y is up/down), so no 2 tiles can be on the same X and Z coordinate because most of the game code tries to search for cells by their XZ coordinate.
So for example, say we have a cave tile at coordinate (x = 5, z = 0), and also the grass tile above the cave at the same XZ position, but a different Y, then the game would try to find the cave tile by searching for a tile at (x=5, z=0), and this could return either of the 2 tiles, which can break a ton of stuff in the code.
The only exception to this system was castle walls, and how the devs solved that was they basically just added an entire seperate grid just for castle walls, so there are 2 pathfinding grids, one for literally everything in the game, peasants, vikings, ogres, buildings, and another just for troops to navigate castle walls.
What if you just have the Cave on the ground NEXT to the 2-high cliff, with the cave backed up against the cliff? Not actually on the higher elevation but the lower one next to it, like how one would build a mine/quarry on a rock. Then all you'd need to do is have it detect a vacant tile next to a tile 2-higher than it, and have it face the right way so the cave opening was facing outwards from the cliff wall.

Originally posted by Agentfox:
but adding a new grid for every elevation tier doesn't seem feasible, unless you want to only lock caves to ground level, which could possibly be done
Yeah that seems feasible. Though also consider the workaround above. Keep in mind also this is just for Caves, which would ultimately either just spawn wolves, or be for decoration. The tunnels I'm not to worried about.

Disclaimer: I haven't the faintest idea how the game engine actually works, this is just what I imagine might work from a logical standpoint.
Last edited by Leonhardt; 6 Aug, 2020 @ 6:35pm
Agentfox  [developer] 7 Aug, 2020 @ 10:07am 
ah I see, I was thinking Cave meant a tunnel underneath the elevation, I didn't realize you were talking about the wolf den cave, yeah I could manipulate the terrain gen so that they spawn next to mountains, my previous comments were talking about 'tunnels', probably should've been more careful about word choice
Nomolor 16 Aug, 2020 @ 2:41am 
It would be great to build buildings on wall segments or be able to create elevated terrain, allowing the player to create a more 3 dimensional castle/town.

The base for this could be: if a 3x3 or bigger wall segment field is built on flat ground the middle segments become grass land on which the player can build other stuff on.
If a wall segment is surrounded by elevated terrain the wall segment would become an elevated grass field.

With this change the game would allow for so much greater/cooler builds having two castles on two mountain tops connected by a bridge for example.

An additional thing could be longer bridges: so you'd be able to connect two towers or castles and build buildings below the bridge.
Leonhardt 18 Aug, 2020 @ 4:05pm 
Here's an idea:
A bonus to Windmills placed on higher elevations.
To either increase the bonus they give to adjacent fields, or expand the aoe to make it easier to place farms on the uneven terrain.
sfingers02 29 Nov, 2020 @ 8:34am 
One thing- Can you add a parameter to the creative mode terrain manipulation menu that allows changes in elevation? I know you're already working on a building for that exact purpose, so it should be an effective copy-paste.
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