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Weather
Posted: Tue Jul 22, 2003 4:16 am
by Rob Maule
Okay, I know it's gonna happen sooner or later, but I thought I'd ask everyone what they wanted and imagined. What sorts of weather, it's effects on characters and the enviroment, etc. The below are my ideas. They hold no merit whatsoever.
All: Some loss of health if exposed to the elements too long.
Rain: Decreases time it takes to farm. The more water plants get, the faster they'd grow. Increases time for other projects (outside).
Snow: Increases time it takes to farm. Travel time would increase.
Hail: Minor damage to characters and cars.
Heat: Increases time it takes to farm. Plants would need more water.
Cold: Time required for all outdoor projects would increase.
Thunder Storm: Random lightning strikes, affecting character health and building durability.
Sand Storm: Affects character visibility. Maybe they can't travel during one.
Hurricanne: Same as Sand and Thunder, only that winds would affect things.
Tornado: Possibility for random major building damage.
That's about it for what I can think of at the moment. And I'm sure they would all affect animals in some way. Maybe they'd hide like someone suggested before.
Re: Weather
Posted: Tue Jul 22, 2003 4:24 am
by Meh
Rain: slows movement and visibilty on roads and sea, too much rain is the cause or ergot fungus {stuck on that I know}
Fog: reduced visibility {can only see youself, your actions, be able to see people on same project}
Thunder Storm: Random lightning strikes + a voice with subtle warnings from players concil
Frogs:
Cats and Dogs:
Brimestone:

Posted: Tue Jul 22, 2003 11:48 am
by Báng
Monsoon and hurricane - Destroys hole town and washes tools and weapons away. Leaving everyone at an equal disadvantage. Animals take over and rule.
All hail the scorpian king!
Posted: Tue Jul 22, 2003 5:34 pm
by swymir
Pretty much the weather you incorportaed makes everything suck always unless it rains then you can farm better. Maybe add things like overcast which keeps everything neutral and sunny which makes all outdoor projects go a bit quicker and indoor ones go slower.
Posted: Tue Jul 22, 2003 6:38 pm
by Solfius
I think snow would stop farming and seriously slow outdoor projects (frostbite and numb hands, dead plants)
Posted: Tue Jul 22, 2003 7:22 pm
by swymir
I also think that certain areas should be prone to diffrent types of weather. Maybe only when your in the moutains is there a chance for it being cold and sandstorms should stay in the desert. Sort of like how the animals vary place to place.
Posted: Tue Jul 22, 2003 8:32 pm
by Solfius
I think climate areas are already planned, there's just no in game effect for now
Posted: Fri Jul 22, 2005 9:46 am
by Alexander
If you're going to have storms, huricanes and or tornados, then citizens will also need to be able to build storm cellars. As with real life, if there is an approaching storm, some advanced warning would be seen. Citizens should be able to run to the town storm cellar, or, if they have their own home, perhaps they have built one into it.
Posted: Sun Mar 26, 2006 4:32 pm
by Marcia
But people are naked, what when it will be snow or frost? They will freeze up..
Posted: Sun Mar 26, 2006 5:56 pm
by Rusalka
Idea is ok. But we can not leave it with disadvantages only. When we would have a moderate weather some things should be boosted (faster moving etc)
Posted: Mon Apr 17, 2006 2:41 am
by Nixit
Marcia wrote:But people are naked, what when it will be snow or frost? They will freeze up..
Clothes anybody?
Posted: Mon Apr 17, 2006 2:10 pm
by Dee
Oooh this will bring new needs for clothes!!
And, will it bring water back? I say water should be found everywhere, except for deserts.
And in the forests, it will rain more frequently, because they won't have water there either, but their plants grow from constant rain...
Wow, I love weather!
Posted: Tue May 09, 2006 12:50 pm
by formerly known as hf
I was thinking that the obvious effect that weather should have is on crops.
I assume gathering rates are fixed in the database? Thus carrots are gathered at the same rate everywhere.
Would it be too difficult to have gathering rates linked to a location, so that you might get carrots in more abundance in someplaces as opposed to others?
Not only would this allow obvious differences, such as you get more stone if you dig it in a mountain location, get less food in a mountainous environment, some areas have richer coal seams than others etc etc
But it would also allow the implementation of some form of weather effect.
If each location had a 'weather' situation, as simple as temperature and precipitation, then the gathering rates for crops could be linked to the heat and precipitation over, say, the past five days. More rain, higher gathering rates, less rain and too hot = drought and almost no crops.
(Harvesters would need to ce changed somehow I guess)
It would be more effective if the gathering rates were calculated on the weather of the location, and all others in a set radius. A fairly simple implementation, not quite accurate, but it'd be a good change I think.
You may find that people migrate more regularly, 'moving with the weather' if the effects were enough to make a difference. I've always thought that nomadism suits Cantrians, but you really don't see it that much.
Posted: Tue May 09, 2006 2:12 pm
by fishfin
I agree, I've always thought that resorces should be more ubundant in some places than others.
Posted: Fri Jun 02, 2006 12:06 pm
by The Cantrian
I agree with the weather affecting certain things, like projects, or even people. I'm just concerned about it having too big an effect. If people outside are too heavily affected by weather, they will all go inside. Won't this lead to people forming smaller groups, and mainly staying and working inside?
I like the idea of people mostly being outside, it makes communicating to everybody easier, and you have lots of opportunities to meet new people.
Most towns have laws against entering buildings. What effect will this phenomenon have on people enforcing those laws?