Started by Roads, December 14, 2008, 12:15:30 AM
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Quote from: Roads on December 14, 2008, 07:09:06 PMTwo other things about the wind giving up its moisture. One is that if you had a gradually increasing height in the terrain, it seems the wind should drop more of its moisture than if the terrain was flat. Second, I want to think that as the temperature of the terrain decreases, the wind would drop more moisture. This idea causes difficulty though because it would leave the very cold areas dry as a bone.EDIT: Now that I've thought about this some more, perhaps the cold temp could cause the wind to drop its moisture. Since only the spurs would be affected, the coldest areas would get the last of the moisture. This should allow very cold areas to have some areas with snowfall and some very dry depending on the terrain preceding it.
Quote from: Roads on December 14, 2008, 07:09:06 PMone thing I did note - about the wind giving up all its moisture when it encounters a mountain. It might be better for it to give up its moisture on a random (with high probability basis) rather than always. That way it would sometimes, but rarely rain in the desert.EDIT: As I understand it in most cases, wind does not stop when it encounters a mountain, it simply drops most or all of its moisture as it travels over it.
Quote from: Roads on December 14, 2008, 07:09:06 PMI am clueless what you mean by "digging"
Quote from: Roads on December 14, 2008, 07:09:06 PMbut if I understand what you said about one tile affecting other tiles, couldn't you just not worry about what has gone before but simply apply the moisture to a tile based on the moisture content of the wind above that tile? Of course the previous tiles would affect the moisture content of the wind but their effect would already be calculated and subtracted. What I'm saying is couldn't all this be calculated when the map is drawn and stored like (I assume) the value of the altitude?
Quote from: Roads on December 14, 2008, 11:39:58 PMI had forgotten about seasons as well. My first idea (which is usually not the best), is to redraw the moisture map whenever the seasons change. That is if you want the moisture content of the tiles to change with the season and I'm guessing you do.
QuoteCan I be the Architect?
imgfile = 'Tasmania_637x595.ppm';% what to loaddirop = [... 1 1 1 ;... 0 -3 0 ;... 0 0 0 ];% the direction where the ones are "bluntly aimed to" in respect to -3 is% where wind comes fromwater_starting = 200; % enter map on edge with this amountwater_drop_base = 20; % multiplied by slope gradientwater_drop_always = 5; % always droppedwater_add_always = 6; % always added (these two do clash a bit)water_add_ocean = 100; % added when passing over waterwater_max_capacity = inf; % maximum the wind can carry
QuoteOne thing worries me a bit and that is I think this will create maps which will have much larger "same type" areas than the maps that are currently generated. For me that is a good thing. If true, do you think that will be generally accepted by the players?