WIP - Terrain - Walls

Takhisis

¡Patria y vida!
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Welcome, wanderers from afar. In the long, slow march towards the completion of the siege scenario, I have found the need for for some terrain to represent the city walls, tower and gates. Well, why not put my humble skills to use then?
Come sit by the fire while we tell the tale of this adventure...

I have acquired some materials from aaglo (preview a bit lower down).

Spoiler :
generalpreview.jpg


Methinks that the Ts and crosses (second tier) won't be necessary at all.
In the scenario at least, the gates will be a separate terrain -game mechanics-.

Feel free to poast and comment. Any help and feedback is welcome.
But be warned! The noobiest of nooby questions may be asked.

Wilt thou join us in this noble -and bloodthirsty- quest?
 
This should be fairly easy. Just add them to the LM hills or LM Mountains file.
 
Yes! This would be very useful for the Playground mod's school scenario. We weren't very good at figuring out how the terrain worked, so we left it as mountains with the wall unit on it.

I'll be looking forward to you finishing this. :)
 
I've just finished a 'wall' mountains-terrain. You can see the prototype in the Steampunk subforum.

Keep in mind that the game doesn't always use the best tile.

When you place Walls-Walls-Walls-Walls in a row in your map, sometime it will be displayed as
Code:
[Wall-Connection-South][Wall-Connection-North-South][Wall-Connection-North-South][Wall-Connection-North]
but sometimes as
Code:
[Wall-Connection-South][Wall-Connection-North][Wall-Connection-South][Wall-Connection-North]

leaving gap in your 'wall'. You need to take this into account.

In my preview, you can see this on the upper wall, the one between the underground terrain and the surface terrain. First, the wall is continuous but then it finishes on one tile and begins again on the next. I placed a river there to mark it. It's not a big deal with this terrain because the gap between the two non-continuous wall doesn't seems big enough for unit.

One solution would be to have no difference between a continuous tile and a 'end' tile.

I can send you my working GIMP file for this, if you want.
 
I was thinking to make them into forests, so they can be built/unbuilt... and stop wheelies. It's gonna be all urban terrain, y'know.
The general purpose is that, to bring your cavalry/elephants/artillery, you have to bring the walls down (sapper unit) or cross a gate...


-hint, hint- btw if you've got nice houses you can send 'em over, you know...
 
If you make them into forest, how are you going to control if they fit together?
 
True. They'll be LM hills then. I'll have to use something for the gates as well.

btw does the AI use barricades? Those could be used to simulate locked gates... a battering ram could be used on those... :think:
 
Found an old LM hills terrain I had DL'd some time ago and which didn't work for my scen. Copy, then paste over it... shouldn't be too hard :)
Oh, wait, why do it over LM hills? I'll do the gates over LM hills. Normal hills might be walls.
 
This is what's coming along so far... might finish today's session in around an hour.
previewgf.jpg
 
LMHills.pcx finished!

Now, I've tested it in the editor...


Why do I sometimes get isolated towers?
Should I edit xhills.pcx as well? Or maybe just put the towers into xhills.pcx and be done with it? It's an urban landscape, so lacking hills shouldn't be too much fo a problem...
 
Why do I sometimes get isolated towers?
Should I edit xhills.pcx as well? Or maybe just put the towers into xhills.pcx and be done with it? It's an urban landscape, so lacking hills shouldn't be too much fo a problem...

Have you read my previous post ?
 
LMHills.pcx finished!

Now, I've tested it in the editor...


Why do I sometimes get isolated towers?
Should I edit xhills.pcx as well? Or maybe just put the towers into xhills.pcx and be done with it? It's an urban landscape, so lacking hills shouldn't be too much fo a problem...

There is a hardcoded seemingly unnessessary randomness that messes up preplacing not just mountains and hills, but also irrigation, ocean and pollution tiles.

Sometimes you have to play around to place landmarks the way you want them and sometimes means that you can't put the landmark in the place you want it without changing the adjacent terrain tiles.

I've noticed this when making and testing terrain mods.

Doesn't matter if it is landmark terrain or regular terrain.
 
Have you read my previous post ?
Yes -originally- but yesterday I got up at 7 am and I was at past 2 in morning ploughing on and went straight to bed, so I missed it when I reread the thread :hammer2:

I'm gazing at your walls right now... they have the same kind of flaws, gaps...
Do you think that replacing the 'end' spots with 'continuous wall' spots would do the trick? But how would I end the wall at all? The city is at a river/lake/sea/water body and so the wall would end at the shore...
There is a hardcoded seemingly unnessessary randomness that messes up preplacing not just mountains and hills, but also irrigation, ocean and pollution tiles.

Sometimes you have to play around to place landmarks the way you want them and sometimes means that you can't put the landmark in the place you want it without changing the adjacent terrain tiles.

I've noticed this when making and testing terrain mods.

Doesn't matter if it is landmark terrain or regular terrain.
Yes, I've found out that, in a testing 2x2 patch, depending where I start and where I finish, I get different gfx, as well as depending on whether I place them individually or keep LMB pressed down :confused:
 
Can the problem be solved by using a hex editor on the individual tile data in the .biq file? Just thought of it, but I've never used one of those before.
 
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