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  • Rainfall patterns

    I recently picked up AC again and, after reading this forum and learning to play , started playing on transend level. Something i seem to keep seeing is "x faction has altered the rainfall patterns near y base". It seems to be deardrie more than anybody else, but im having a bit of a wtf moment over this as in my last game all my nice green squares turned arid under university base. How do i defend myself against this? Worse still if the AI gets weather pardigram and decides it wants to ruin my fun, it can raise and lower but i cant. I have read the datalinks on rainfall and i know it says raise to the east of your base, but it never seems to turn out the way i want it.

    Any advise on this and tereforming in general would be greatly appreciated

  • #2
    Originally posted by -Ab- View Post
    Something i seem to keep seeing is "x faction has altered the rainfall patterns near y base". It seems to be deardrie more than anybody else, but im having a bit of a wtf moment over this as in my last game all my nice green squares turned arid under university base. How do i defend myself against this? Worse still if the AI gets weather pardigram and decides it wants to ruin my fun, it can raise and lower but i cant. I have read the datalinks on rainfall and i know it says raise to the east of your base, but it never seems to turn out the way i want it.

    Any advise on this and tereforming in general would be greatly appreciated
    Hi -Ab-,

    I've done some experimenting on the AIs raising land. I recently disabled the Raise/ Lower Land parameter in the alphax.txt and then gave my faction the Weather Paradigm, so theoretically the AIs should not be able to raise or lower land. Well, they did anyways (they were also building roads thru fungus, but thats outside this discussion). What seemed to be the driving force for the AIs raising/ lowering land was how large their starting landmass was: if its below a certain threshold the AI will then raise land.

    So, to summarize: AIs can raise land without the prerequisite techs and with the "Raise/ Lower Land" parameters disabled in alphax.txt, so your just gonna have to deal with it.


    D

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    • #3
      hum

      and i have this strange feeling that its being done just to ruin my bases. Difficult to keep up when your living in a desert. Help me to understand how it works tho, can i turn the AIs land into desert ? what "exactly" do i need to do to make one of my arid squares turn green?

      Edit: is there some reason they shouldnt build roads thru fungus?

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      • #4
        To attempt to cause another faction's land to go arid, raise land to their West.
        To attempt to turn your arid land moist, raise land to your East.

        A side note: Sometimes when you plant Forests, the farmland immediately to their East will dry up, and if there is dry land immediately to the Forest's West it may go moist.
        Last edited by gwillybj; March 30, 2009, 06:27. Reason: added note re forest
        I am on a mission to see how much coffee it takes to actually achieve time travel.

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        • #5
          Originally posted by -Ab- View Post

          Edit: is there some reason they shouldnt build roads thru fungus?
          There is a prerequisite tech for building improvements in fungus. The AIs didn't have that tech yet when they were building roads in fungus.

          D

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          • #6
            Im fairly certain (like 95%) i can build roads thru fungus from the start with any faction
            Edit: nevermind i just tested it, its centuri empathy

            A side note: Sometimes when you plant Forests, the farmland immediately to their East will dry up, and if there is dry land immediately to the Forest's West it may go moist
            Interesting. I didnt know that

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            • #7
              The AI aren't the only ones that can build roads in Fungus before the appropriate tech; so can you. So long as the former is autobuilding a road (ie. building from here to there), it will build roads through fungus with impunity.

              That bit about forests is interesting. I'll have to play with that.
              To those who understand,
              I extend my hand.
              To the doubtful I demand,
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              • #8
                You can probably use the terraforming actions listed here to bypass fungus restrictions.

                Now that I know where terrain info is stored at some point I'll look into sorting them.

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                • #9
                  Originally posted by gwillybj View Post
                  To attempt to cause another faction's land to go arid, raise land to their West.
                  To attempt to turn your arid land moist, raise land to your East.

                  A side note: Sometimes when you plant Forests, the farmland immediately to their East will dry up, and if there is dry land immediately to the Forest's West it may go moist.
                  Interesting, I did notice the moist effect but not the other one.
                  SMAC/X FAQ | Chiron Archives
                  The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

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                  • #10
                    There is more to it than just land to the west goes rainy and land to the east goes dry. I have learned a little bit about rainfall through my recent interest in making maps. The elevation of the terrain surrounding the area which is raised and the cloud cover settings also play a huge part as well.

                    For example...
                    If there is a large stretch of arid land that is between 10 and 990 elevation raising the terrain will cause the arid land to the east to go moist, the extent varies depending on the cloud coverage settings.

                    If the land is above 1000 elevation though the mountain will either cause the terrain to go dry or have no effect if it is already dry. There is a way to combat this though and possibly even use the newly created mountain to your advantage, you will have to lower the terrain at a certain spot, if the terrain that is causing your land to go arid is between 2000 and 2999 elevation lower the tile 3 squares directly to the right of that tile to less than 1000 elevation and that will create moist terrain from the square you lowered to extend eastward, the degree of which again depends on the cloud coverage setting. If the terrain is above 3000 you will need to lower the tile that is 4 squares directly to the right of it to less than 1000 elevation, this will give you the same result making the terrain to the right of the lowered square go moist.

                    If you happen to stumble across a large plateau of arid land that is between 1000 and 1999 elevation you can turn that into moist terrain as well. If you lower 2 tiles next to each other from left to right that will cause the terrain to the right of the rightmost lowered tile to go moist, once again cloud settings yada yada.

                    There are other ways to effect rainfall patterns as well. Drilling aquifers for example, these I do not fully understand yet so I will not try to explain. I do not want to mislead anyone or give incorrect information.
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