Achaean News
weather!
Written by: Sarapis, the Logos
Date: Thursday, December 30th, 1999
Addressed to: Everyone
Ok, after much development, weather has been turned on today.
I designed a system which is actually quite cool, and I will explain how it works, as I'm proud of the design and even the Logos needs to brag sometimes *g*.
Basically, each area in the game has certain basic weather statistics. These are:
Base_temperature (sort of the average temp for the area in late spring/early summer)
Base_humidity (average humidity level for the area)
Base_wind (average wind speed for the area)
Beta (an indicator of how much factors such as time of year and weather fronts will affect the area. The higher the beta, the more they are affected.)
What happens then, is that you also have current statistics, which reflect not averages, but temperature, humidity, and wind, right at that moment in the area. These are determined through fairly complicated formulas involving continental weather fronts, time of year, time of day, and so on. They inter-relate too. For instance, the higher the humidity, the more heat the air retains, so the less it will cool off at night.
Continent-wide weather fronts are then developed, and they spread over the continent, possibly affecting each area, and raising or lowering each stat (think of a weather front as forces pushing on the current statistics for the area).
Various weather effects are then produced by the interaction of all these factors. For instance, fog may form if the temperature drops too quickly.
Now, the whole idea of this weather system was to produce weather systems that make sense for the areas of the world they are in, and which then vary, unpredictably, enough to make them interesting. The big drawback is that weather could change dramatically as you cross from one area to the next (like from the Dakhota hills to the Mhojave desert). This is pretty much unavoidable though, without getting into all sorts ot mathematics that are not worth it just to produce a more realistic system. In any case though, you probably won't notice the weather system THAT much, except for atmospheric messages that tell you when certain things in the weather change.
However, there are some effects you should be aware of. First, and most dangerous, is extreme cold. As per a referendum I held, extreme heat will have no effect (who wants to constantly be putting on and taking off clothes. This way, you just wear warm clothes if you want to move around the land, and don't have to worry about taking them off, except for role-reasons). Cold is modified heavily by the clothing you wear. If you are just a little cold, you will slowly lose health. As the temperature, as modified by your clothing, gets lower, you will lose more health. At a certain point, you will begin to gain the shivering affliction, and then you can start to actually freeze.
Other effects include: fog obscures the location you are in. Very heavy rains, or heavy snows will obscure possibly your own location, but also stop you from squinting, or even glancing if its very heavy precipitation. High winds can push flyers around, and knock them to the ground. They can also knock flyers out of trees (that should read knock people in trees out).
There are some other small effects I believe, but I can't remember what they are. Largely, the weather system is here for atomspheric purposes, as if you had to constantly worry about weather, you'd get irritated I think. However, we plan on adding some natural disaster type effects, such as flooding rivers, tornados, and so on. We also may make snow accumulate on the ground, and make it difficult to walk through deep snow.
Penned by my hand on the 14th of Ero, in the year 237 AF.
weather!
Written by: Sarapis, the Logos
Date: Thursday, December 30th, 1999
Addressed to: Everyone
Ok, after much development, weather has been turned on today.
I designed a system which is actually quite cool, and I will explain how it works, as I'm proud of the design and even the Logos needs to brag sometimes *g*.
Basically, each area in the game has certain basic weather statistics. These are:
Base_temperature (sort of the average temp for the area in late spring/early summer)
Base_humidity (average humidity level for the area)
Base_wind (average wind speed for the area)
Beta (an indicator of how much factors such as time of year and weather fronts will affect the area. The higher the beta, the more they are affected.)
What happens then, is that you also have current statistics, which reflect not averages, but temperature, humidity, and wind, right at that moment in the area. These are determined through fairly complicated formulas involving continental weather fronts, time of year, time of day, and so on. They inter-relate too. For instance, the higher the humidity, the more heat the air retains, so the less it will cool off at night.
Continent-wide weather fronts are then developed, and they spread over the continent, possibly affecting each area, and raising or lowering each stat (think of a weather front as forces pushing on the current statistics for the area).
Various weather effects are then produced by the interaction of all these factors. For instance, fog may form if the temperature drops too quickly.
Now, the whole idea of this weather system was to produce weather systems that make sense for the areas of the world they are in, and which then vary, unpredictably, enough to make them interesting. The big drawback is that weather could change dramatically as you cross from one area to the next (like from the Dakhota hills to the Mhojave desert). This is pretty much unavoidable though, without getting into all sorts ot mathematics that are not worth it just to produce a more realistic system. In any case though, you probably won't notice the weather system THAT much, except for atmospheric messages that tell you when certain things in the weather change.
However, there are some effects you should be aware of. First, and most dangerous, is extreme cold. As per a referendum I held, extreme heat will have no effect (who wants to constantly be putting on and taking off clothes. This way, you just wear warm clothes if you want to move around the land, and don't have to worry about taking them off, except for role-reasons). Cold is modified heavily by the clothing you wear. If you are just a little cold, you will slowly lose health. As the temperature, as modified by your clothing, gets lower, you will lose more health. At a certain point, you will begin to gain the shivering affliction, and then you can start to actually freeze.
Other effects include: fog obscures the location you are in. Very heavy rains, or heavy snows will obscure possibly your own location, but also stop you from squinting, or even glancing if its very heavy precipitation. High winds can push flyers around, and knock them to the ground. They can also knock flyers out of trees (that should read knock people in trees out).
There are some other small effects I believe, but I can't remember what they are. Largely, the weather system is here for atomspheric purposes, as if you had to constantly worry about weather, you'd get irritated I think. However, we plan on adding some natural disaster type effects, such as flooding rivers, tornados, and so on. We also may make snow accumulate on the ground, and make it difficult to walk through deep snow.
Penned by my hand on the 14th of Ero, in the year 237 AF.