Deliverator
Graphical Hackificator
I think the best way forward is if I put together a more polished patch which we can then playtest and fix issues before merging into the main mod.
I'll polish the graphics some more in terms of the textures, detail layers and heightmap TGA files. I'm also going to see if we can use TERRAIN_PEAK instead of TERRAIN_HILL as the new Sink level as this might lead to less XML work tidying up all the gameplay aspects.
Anyway, one way or another we'll have Mesa and Sink instead of Hills and Peaks. (I'm using these terms to save on typing - we can change the terms used)
This means you'll have terrains like Rock, Rock/Sink, Rock/Mesa instead of vanilla Grassland, Grassland/Hills, Grassland/Peak.
I don't think there's a way to stop certain terrains being used with certain elevations in the XML. So, for example, if we make a Saltpan terrain, there wouldn't be anything to stop Saltpan/Mesa which would be odd. Anyway you look at it, we'll need some more mapscript work to get the result we want.
So to put together a more polished and playtestable patch I need some pointers on what the effects of Mesa or Sink elevations should be.
There are a bunch of considerations:
1) Which bonuses/improvements should appear where?
2) If we have Saltpan is it going to be another yieldless deadzone like Dunes?
3) We need to make TERRAIN_PEAK fully settle-able, and improve-able for this idea to work - I think this can be done but need to confirm.
4) This change will impact on Promotions - should promotions applying to Hills/Peaks apply to both of Sink/Mesa?
5) Any thoughts on what to do with the current Mesa terrain? Mesa/Mesa doesn't make much sense. We could cull some terrains that aren't really distinctive, since every terrain will have an elevated and sunken variant.
6) What yield adjustments should Sink/Mesa supply? As God-Emperor pointed out it would perhaps be more appropriate for the +1 water currently assigned to Hills to go to the Sink elevation. Mesa should probably provide no additional yield bonuses.
There'll be lots of other things to refine and fix as we go, but it would be good to get some thoughts so I can at least have a vague stab at changing the necessary XML.
I'll polish the graphics some more in terms of the textures, detail layers and heightmap TGA files. I'm also going to see if we can use TERRAIN_PEAK instead of TERRAIN_HILL as the new Sink level as this might lead to less XML work tidying up all the gameplay aspects.
Anyway, one way or another we'll have Mesa and Sink instead of Hills and Peaks. (I'm using these terms to save on typing - we can change the terms used)
This means you'll have terrains like Rock, Rock/Sink, Rock/Mesa instead of vanilla Grassland, Grassland/Hills, Grassland/Peak.
I don't think there's a way to stop certain terrains being used with certain elevations in the XML. So, for example, if we make a Saltpan terrain, there wouldn't be anything to stop Saltpan/Mesa which would be odd. Anyway you look at it, we'll need some more mapscript work to get the result we want.
So to put together a more polished and playtestable patch I need some pointers on what the effects of Mesa or Sink elevations should be.
There are a bunch of considerations:
1) Which bonuses/improvements should appear where?
2) If we have Saltpan is it going to be another yieldless deadzone like Dunes?
3) We need to make TERRAIN_PEAK fully settle-able, and improve-able for this idea to work - I think this can be done but need to confirm.
4) This change will impact on Promotions - should promotions applying to Hills/Peaks apply to both of Sink/Mesa?
5) Any thoughts on what to do with the current Mesa terrain? Mesa/Mesa doesn't make much sense. We could cull some terrains that aren't really distinctive, since every terrain will have an elevated and sunken variant.
6) What yield adjustments should Sink/Mesa supply? As God-Emperor pointed out it would perhaps be more appropriate for the +1 water currently assigned to Hills to go to the Sink elevation. Mesa should probably provide no additional yield bonuses.
There'll be lots of other things to refine and fix as we go, but it would be good to get some thoughts so I can at least have a vague stab at changing the necessary XML.