davidlallen
Deity
We've explored a few technical approaches to make the ruins look better, and it has kind of stalled. This thread is to find a better solution.
From the original version up through today (version 9), the city ruin is a terrain feature. Various resource/bonuses appear on it such as the ruined depot, airbase, silo, and munitions. The resources are hidden until you develop a certain technology. Each resource has a related improvement.
So there are several stages for viewing the plot.
1. Start: looks like any other city ruin
2. Early: looks like a ruin but has a new object, say a ruined depot, on it
3. Late: rebuilt depot, no ruin buildings
Stage 3 looks fine, stage 1 and 2 don't look good today.
The problems
In stage 1, the basic ruin is a simple circle of ruined ancient buildings. So if you have a multi-plot area of ruins, you get a set of circles instead of one larger shape. Thanks to geomodder and refar, we have tried some other possibilities.
We could make a set of nifs which provide curving edges, so that two adjacent plots of ruins look like an oval instead of two circles, or a rectangle. That would be some work but at least we understand how to do it.
We can make a nif which fills the full square. But then the buildings get placed on top of rivers, roads, or sometimes coast. Refar has investigated the way trees avoid rivers; details in this thread and posts around here. Oddly, the conclusion is that we can make a nif which avoids rivers, but then the buildings sway like trees do. It's a disconcerting effect.
In either case we could use better buildings, such as the ruined buildings used in the actual city/town/village. But neither of these solutions is really ideal.
The problem with stage 2 is that the new object, say the depot, is drawn on top of the existing buildings. It would be nice if the buildings re-arranged themselves like with the L-system, to avoid buildings on top of each other. There is a small problem with stage 3, which I am a little surprised nobody has pointed out; the improvement gets drawn over the bonus, and sometimes the shadows overlap. You can see a graphical "shimmer" when this happens, or a flicker between the ruined building and the non-ruined one.
Possible solutions
Maybe the solution is to have a set of ruin resources, instead of trying to use terrain. If it was a resource, it could use the L-system to avoid rivers. We would need a base graphic plus a separate graphic for each ruined object: depot airbase silo munitions. But, then how do we handle the reveal? Before a player has salvaging, they can't see the depot. If one player has salvaging and another doesn't, one player can see it and the other can't. That is why I made the ruin a "feature" and the depot is the improvement. So the depot can be revealed separately.
I am sure I could use python to swap graphics when the technology is achieved. But for multiplayer, I cannot think of any way to do it. If somebody else achieves salvaging before you do, suddenly you see the new graphics on the plots.
I can't think of any other way to mix up existing features, resources, improvements to get this effect. If only the buildings didn't sway :-(
From the original version up through today (version 9), the city ruin is a terrain feature. Various resource/bonuses appear on it such as the ruined depot, airbase, silo, and munitions. The resources are hidden until you develop a certain technology. Each resource has a related improvement.
So there are several stages for viewing the plot.
1. Start: looks like any other city ruin
2. Early: looks like a ruin but has a new object, say a ruined depot, on it
3. Late: rebuilt depot, no ruin buildings
Stage 3 looks fine, stage 1 and 2 don't look good today.
The problems
In stage 1, the basic ruin is a simple circle of ruined ancient buildings. So if you have a multi-plot area of ruins, you get a set of circles instead of one larger shape. Thanks to geomodder and refar, we have tried some other possibilities.
We could make a set of nifs which provide curving edges, so that two adjacent plots of ruins look like an oval instead of two circles, or a rectangle. That would be some work but at least we understand how to do it.
We can make a nif which fills the full square. But then the buildings get placed on top of rivers, roads, or sometimes coast. Refar has investigated the way trees avoid rivers; details in this thread and posts around here. Oddly, the conclusion is that we can make a nif which avoids rivers, but then the buildings sway like trees do. It's a disconcerting effect.
In either case we could use better buildings, such as the ruined buildings used in the actual city/town/village. But neither of these solutions is really ideal.
The problem with stage 2 is that the new object, say the depot, is drawn on top of the existing buildings. It would be nice if the buildings re-arranged themselves like with the L-system, to avoid buildings on top of each other. There is a small problem with stage 3, which I am a little surprised nobody has pointed out; the improvement gets drawn over the bonus, and sometimes the shadows overlap. You can see a graphical "shimmer" when this happens, or a flicker between the ruined building and the non-ruined one.
Possible solutions
Maybe the solution is to have a set of ruin resources, instead of trying to use terrain. If it was a resource, it could use the L-system to avoid rivers. We would need a base graphic plus a separate graphic for each ruined object: depot airbase silo munitions. But, then how do we handle the reveal? Before a player has salvaging, they can't see the depot. If one player has salvaging and another doesn't, one player can see it and the other can't. That is why I made the ruin a "feature" and the depot is the improvement. So the depot can be revealed separately.
I am sure I could use python to swap graphics when the technology is achieved. But for multiplayer, I cannot think of any way to do it. If somebody else achieves salvaging before you do, suddenly you see the new graphics on the plots.
I can't think of any other way to mix up existing features, resources, improvements to get this effect. If only the buildings didn't sway :-(