Random Event Forest Fires

Post » Sat Feb 19, 2011 8:29 am

This would be exceedingly difficult to do. I think it'd be cool in general to just have permanent destruction, and have people rebuild broken stuff, but the scope of that sort of thing in this type of gameworld is just too difficult.
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Joe Alvarado
 
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Post » Sat Feb 19, 2011 12:40 am

I think that it'd be great if something like that were to be implemented ( the mills and stuff affecting the economy )

BUT, there is one thing you missed. When have we been able to destroy buildings? by we I mean players, monsters, etc. Once the mill is broken, will it be repaired?

What if no mills are left anywhere? where would the population get their food from? If all this has been thought out and Bethesda actually got it to work, then this game is far more complete than we think it is.

I'll have to look at that GI report about live economy.. anyone mind summarizing what it said?

Niker

Sorry, now I'm not sure where I read that. However, I did find this:

-Every city and town is bound to some particular resources meaning if you burn their mill or mine, you affect their economy and they'll be forced to buy flour or mineral somewhere else and when you'll want to buy these resources here again it will be more expensive.

Which is actually from http://www.gamesas.com/index.php?/topic/1163088-skyrim-french-coverage-summary/, a coverage for a French PlayStation 3 magazine

This would be exceedingly difficult to do. I think it'd be cool in general to just have permanent destruction, and have people rebuild broken stuff, but the scope of that sort of thing in this type of gameworld is just too difficult.

they made a progressive building once in Oblivion with that Goblin War problem quest (whatever it was, I don't remember its name) where the building is replaced with another model after some time. With the way I proposed, reconstruction would be a static progress: the number of models to be made is fixed, s not really a hard thing to do, but time-consuming for the developers
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DAVId MArtInez
 
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Post » Sat Feb 19, 2011 3:37 am

I don't think anything will burn very well in Skyrim...

But dragons making havoc in some cities would be cool.
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Ron
 
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Post » Fri Feb 18, 2011 10:04 pm

I don't think anything will burn very well in Skyrim...

But dragons making havoc in some cities would be cool.

Depends on how they implement the "burn" stuff.

Don't they have that Havok Behavior or something that simulates effects like when you freeze an enemy its skin will have frozen effects?

Although i have to admit making the "building burning down" is the hard part of it
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latrina
 
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Post » Sat Feb 19, 2011 6:26 am

I read the article. It doesn't say that destroying a mill will destroy a settlement, it just tells us that a settlement produces x product. If you remove the x producer, then the settlement will make you pay more when you try to buy said element. It doesn't say that they are going to have to import the product from other cities, and basically the whole population will starve as a consequence.

I'm not trying to bring hopes down, I'm just not trying to get my hopes up too much.

Niker
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Darlene Delk
 
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Post » Sat Feb 19, 2011 9:25 am

they made a progressive building once in Oblivion with that Goblin War problem quest (whatever it was, I don't remember its name) where the building is replaced with another model after some time. With the way I proposed, reconstruction would be a static progress: the number of models to be made is fixed, s not really a hard thing to do, but time-consuming for the developers


That was all scripted....

We are talking dynamic and spontaneous destruction here. Lets not forget that first of all, there are still interior and exterior cells. How can you very well destroy a house when the interior is not actually the interior? maybe the exterior interior will be filled with creamy nougat! :ooo:

Second where do the contents of the interior go (including people)? Are they all going to be the same when you walk back in?


The scope is too diverse and the methods to make it are too difficult. If you had actually thought this through you wouldn't think it was possible, because it's really not given the nature of TES gameplay.
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Irmacuba
 
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Post » Fri Feb 18, 2011 8:05 pm

exactly my point, which brings me to the question.

Are forest fires going to damage buildings or other things? if not what is the point in having them?

To be or not to be... that is the question

Niker
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ijohnnny
 
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Post » Fri Feb 18, 2011 9:11 pm

I read the article. It doesn't say that destroying a mill will destroy a settlement, it just tells us that a settlement produces x product. If you remove the x producer, then the settlement will make you pay more when you try to buy said element. It doesn't say that they are going to have to import the product from other cities, and basically the whole population will starve as a consequence.

I'm not trying to bring hopes down, I'm just not trying to get my hopes up too much.

Niker

Which is the very reason I typed this:
With functional mills and Live Economy (pun intended) you can directly alter a town's economy by destroying their mills, preventing them from making their own grains and force them to buy food somewhere else (or prevent them from selling grains). At least that's how I think it would be. Game Informer site only tells me as much (live economy, mills, economy manipulation)



That was all scripted....

We are talking dynamic and spontaneous destruction here. Lets not forget that first of all, there are still interior and exterior cells. How can you very well destroy a house when the interior is not actually the interior? maybe the exterior interior will be filled with creamy nougat! :ooo:

Second where do the contents of the interior go (including people)? Are they all going to be the same when you walk back in?


The scope is too diverse and the methods to make it are too difficult. If you had actually thought this through you wouldn't think it was possible, causes it's really not given the nature of TES gameplay.

You might be talking dynamic destruction (you can stop the destruction process), I was talking about a scripted effect, as in once the dragon managed to attack something, nothing can stop that thing from being destroyed (that is, the destruction process cannot be interrupted), much like how your spell will spew out even if your hands are being slashed by a sword

As far as I know, the fate of "interior/exterior cell design" is unknown. Maybe Skyrim will use the same old interior/exterior cell, maybe it will use streamed cell.

Even if it uses interior/exterior, it's not like you can't script the dragon to only attack specific targets with specific conditions (like, say, nobody home?) and leave everything else out.

What about the interior? What about it? If a building's interior is so big the game can't handle its insides from exterior cell then simply don't do anything to the building

If its small enough, just render everything inside it, or make the burning-down-model a fixed model: how the building crumbles was pre-animated rather than dynamically sorted via physics engine

If before the attack you can enter the interior, just disable the entrance until it is fully repaired. And disable any kind of interaction against the burned building and its contents

Just how complex does the system have to be?

EDIT: typo
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Judy Lynch
 
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Post » Sat Feb 19, 2011 1:46 am

I'd like to see something like this: Full-grown healthy tree-> Half burnt advlt tree -> badly burnt advlt tree -> tree stumb

Then after a while, 1-2 months, there would be very small and young trees, and there would be 3 phases to it as well, where the woods would grow into it's original glory.
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Jessica Stokes
 
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Post » Sat Feb 19, 2011 7:13 am

Not complex per se, but the process is tedious.

Having to script NPCs to work, and in the event of a fire breaking out, having NPCs find out about it first, then having those NPCs who found out warn the others. Once that is done with NPCs either rush away in fear or try to fight it. Most probably they won't be able to stop it. If they aren't able to stop it you'll have to simulate NPCs who recognize this is a lost fight. You'll have to make animations for the guys who die in there. The fire will consume grass, trees, animals, people, and you'll need to work all those, some trees might even fall down. ANd when the thing gets into the city thats even worse.

Having to make models, animations, skins, rescheduling NPCs.

It isn't impossible... it is just tedious. That being said I would love to have it in the game, but I just don't see it coming. But we still haven't seen any gameplay, for all we know this new AI may not work properly.

It is a great idea, which I hope can be implemented in the game, I just don't know if the technology of today is up to the task of simulating this.

Niker
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cosmo valerga
 
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Post » Sat Feb 19, 2011 2:37 am

Not complex per se, but the process is tedious.

Having to script NPCs to work, and in the event of a fire breaking out, having NPCs find out about it first, then having those NPCs who found out warn the others. Once that is done with NPCs either rush away in fear or try to fight it. Most probably they won't be able to stop it. If they aren't able to stop it you'll have to simulate NPCs who recognize this is a lost fight. You'll have to make animations for the guys who die in there. The fire will consume grass, trees, animals, people, and you'll need to work all those, some trees might even fall down. ANd when the thing gets into the city thats even worse.

Having to make models, animations, skins, rescheduling NPCs.

It isn't impossible... it is just tedious. That being said I would love to have it in the game, but I just don't see it coming. But we still haven't seen any gameplay, for all we know this new AI may not work properly.

It is a great idea, which I hope can be implemented in the game, I just don't know if the technology of today is up to the task of simulating this.

Niker

They can make finding out fires the same way with finding out crimes, only maybe with wider "radar scope" so to speak.
As for the "what if it comes to town", well, a localized fire will do. Not realistic, but enough
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cutiecute
 
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Post » Sat Feb 19, 2011 2:02 am

Forest fires in a landscape that looks like the coldest parts of Alaska..

Hmm
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:)Colleenn
 
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Post » Fri Feb 18, 2011 6:30 pm

Smokey the werebear says "only you can prevent forest fires"
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NIloufar Emporio
 
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Post » Sat Feb 19, 2011 10:46 am

Forest fires in a landscape that looks like the coldest parts of Alaska..

Hmm

Yes because Cold means that fire is impossible. I think people are overthinking this. If some dragons are random events then this is easy. Same with the mercenaries is FO:3. They have guaranteed places where they may show up but don't always appear. You put a dragon and the fire for the forest fired in a certain area and don't enable them by default. Then at a random instance of a cell near it loading it activates it and you see smoke in the distance. The only hard part is doing destruction to the environment but even that is manageable.
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Casey
 
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Post » Sat Feb 19, 2011 6:33 am

i want it to be random too i want it to be scarred or healing
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Samantha Pattison
 
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Post » Fri Feb 18, 2011 7:56 pm

As a part of Radiant Story?
Well, yeah, it would be cool.
But it would have to happend VERYYYYY rarely.

And, the forests should heal slowly after some time...
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Ricky Rayner
 
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Post » Sat Feb 19, 2011 1:18 am

Forest fires in a landscape that looks like the coldest parts of Alaska..

Hmm


Because wood doesn't burn when it's cold, which is why people build wood fires to keep themselves warm in the coldest parts of Alaska? :blink:

Alaska has forests...and like anyplace with forests, they have http://www.wc.adfg.state.ak.us/index.cfm?adfg=ecosystems.borealfire.
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Robert Devlin
 
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Post » Sat Feb 19, 2011 3:22 am

Yes, and a permanent scar.

"Yes, I want Kvatch 2.0"

People complain about Kvatch being burned forever and then they want forest fires to destroy the landscape too?
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sam
 
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Post » Sat Feb 19, 2011 7:53 am

"Yes, I want Kvatch 2.0"

People complain about Kvatch being burned forever and then they want forest fires to destroy the landscape too?


I know, right? We'd get Kvatch 2.0, or with semi-realistic forest healing over time Ashlands 2.0 for the entire game map, or absurdly fast regrowth- "This forest looks beatiful, considering it burned to the ground 3 days ago and now it looks like there's never been a flame anywhere near it." :shrug:

And towns, perma-scar option? Kvatch indeed...except "every town is now Kvatch."

Oi.
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Mrs. Patton
 
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Post » Fri Feb 18, 2011 7:34 pm

I voted "Yes, as long as it has a healing process".
As long as it isn't done frequently, I don't want to have to look at burnt grass and destroyed countryside every time I turn around when not in a city.
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Carlitos Avila
 
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Post » Sat Feb 19, 2011 5:29 am

I don't want the whole environment to suddenly be completely scarred for no reason at all other than it was random. I like the idea of an destructable environment in TES, I would finally be able to make my apocolyptic mage, and I would even be for a forest fire event. just not randomly, maybe a user an knowingly trigger this event rather than arbitrarily.
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Naazhe Perezz
 
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Post » Sat Feb 19, 2011 1:42 am

I figure Radiant Story would be able to handle the repercussions of forest fires (set by dragons), with people talking about them in other areas, and quests being reassigned to those not killed in the inferno.

And not everyone dies when a town gets toasted, especially if it's just a flyover attack.

Fires shouldn't be easy to start.. it's cold, and everthing seems to be snowy. The foliage would resist fire to a certain point, and then go up in flames past it (While draining the momentum of the fire).

And I don't see the Creation Engine as not being able to handle fire propogation. It could identify assorted burnable elements such as trees, and have them ignite if they take too much fire damage from a nearby source. Each combustible would have a certain duration it can burn for.

Fire is too hot to care about the ambient temperature. It creates its own heat in excess of hundreds when not thousands of degress Fahrenheit. The 60-120 degrees ambient tempertature won't make a difference to a Dragonbreath-started Conflageration.
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Harry-James Payne
 
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