The "variant" in this case refers to the different texture (i.e. either fertile green or cold grey). I think you are talking about the arrangement of the islands, in that case we cannot control that per tile. It is determined based on the surrounding land and other island tiles, similar to how the placement of trees is dynamically determined based on the underlying terrain and connection to nearby forest tiles. However, I also noticed that some configurations create undesirable graphics, in particular in some cases the art appears to be one tile north of where the feature actually is. It is possible to change that, but I am unable to do it because I do not understand the system involved.
<FeatureArtInfo>
<Type>ART_DEF_FEATURE_ISLANDS</Type>
<bAnimated>0</bAnimated>
<bRiverArt>0</bRiverArt>
<TileArtType>TILE_ART_TYPE_HALF_TILING</TileArtType>
<LightType>LIGHT_TYPE_SUN</LightType>
<fScale>0.3</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<Button>Art/Interface/Buttons/TerrainFeatures/Button_Islands.dds</Button>
<FeatureVariety>
<FeatureArtPieces>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island0.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_nw.nif</ModelFile>
<Connections>NW</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island0.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_ne.nif</ModelFile>
<Connections>NE</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island1_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_ne.nif</ModelFile>
<Connections>NW NE</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island0.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_se.nif</ModelFile>
<Connections>SE</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island1_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_se.nif</ModelFile>
<Connections>NW SE</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island1_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_se.nif</ModelFile>
<Connections>NE SE</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island1_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_se.nif</ModelFile>
<Connections>NW NE SE</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island0.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_sw.nif</ModelFile>
<Connections>SW</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island1_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_sw.nif</ModelFile>
<Connections>NW SW</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island1_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_sw.nif</ModelFile>
<Connections>NE SW</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island1_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_sw.nif</ModelFile>
<Connections>NW NE SW</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island1_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_sw.nif</ModelFile>
<Connections>SE SW</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island1_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_sw.nif</ModelFile>
<Connections>NW SE SW</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island1_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_sw.nif</ModelFile>
<Connections>NE SE SW</Connections>
</FeatureArtPiece>
<FeatureArtPiece>
<ModelFile>Art/Terrain/Features/Islands/island1_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_nw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_ne.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_se.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island1_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island2_sw.nif</ModelFile>
<ModelFile>Art/Terrain/Features/Islands/island3_sw.nif</ModelFile>
<Connections>NW NE SE SW</Connections>
</FeatureArtPiece>
</FeatureArtPieces>
<FeatureDummyNodes/>
<bGenerateRotations>0</bGenerateRotations>
<VarietyButton>Art/Interface/Buttons/TerrainFeatures/Button_Islands.dds</VarietyButton>
</FeatureVariety>
</FeatureArtInfo>
Yeah, Prince George is what I meant. I think Prince George is the name of the city in the current scenario even if you found it on BCs Northern coast where Prince Rupert is.
I should probably stop complaining before I get the Maritime provinces punitively re-sized to a more appropriate proportion. Speaking of, not sure if it's been added but we should include an island terrain feature where Prince Edward Island should be.
Yeah, that's what I meant. You would probably have to fix this on a NIF level.
Sorry, I think it's better to focus my time on getting the branch ready to be published. I don't have any map changes that I want to make anymore, so it's only some graphical adjustments and preparing the code for some collaborative aspects. Might get this done over the weekend, depends on the weather.I'll post some screenshots soon.
Does it place less islands in clusters than with the current configuration?
Some screenshots to elaborate.
If the diagonal isthmuses will turn to straits, it will (roughly) look like this. (The islands become disconnected) As can be seen in the second screenshot, unit movement is not changed. A ship wouldn't be able to pass through the strait.
RFCE does allow a ship to pass trough the strait while still allowing the land unit to move diagonal accros the strait. The current path finding methods still apply, so the AI will handle it well.[/SPOILER]