davidlallen
Deity
EDIT: Gah, I forgot to add the salt flats. Actually, I haven't given any thoughts to how they should be placed. Any suggestions?
Easy answer, clone jungles. Better answer, make lakes, then fill them with salt flats.
EDIT: Gah, I forgot to add the salt flats. Actually, I haven't given any thoughts to how they should be placed. Any suggestions?
Easy answer, clone jungles. Better answer, make lakes, then fill them with salt flats.
I noticed that too. I also think that the new polar terrain is looking like salt and the salt feature is looking like ice. Maybe we can exchange that?
The existing salt flats graphic needs changing I think - to look more salty. I could make the polar terrain look more icy I suppose, but people seem unsure whether there is even any ice on the surface of the poles of Arrakis. I decided to go with the tundra-just-a-bit-of-ice look.
Edit: Checked the latest version, and it definitely feels like it's moving in the right direction.
1) It seems like there is too much Rugged Hills terrain.
2) I'm not exactly sure what the polar cap should look like. The dune strips feel a bit weird there. Perhaps we should have an icy sea terrain - although I'm not sure what happens if you mix two ocean terrain graphics. Maybe we should go for a Mars style polar cap so it's more obvious to people. Not sure...
3) It's definitely more Archipelago like which is cool, but there seem to be a few too many small islands and 1 square thin strips of land around (or is that the shield wall?)
4) We should sort out the outer dune hills to make sure no bonuses are placed there. It should only really be spice out in the deep desert.
Anyway, good work so far cephalo.![]()
Since it is supposed to be a polar cap, can you make it not wrap? Right now it wraps both directions.
I didn't count the total number of usable (non-ocean) plots, but it seems much lower than a vanilla archipelago at the same map setting. A 5-player map, which is the size I usually play, is 64x40, and the average distance between civ starting locations is about 15. A 5-player Arrakis map is 80x80 and the average distance is over 20. So it feels much more sparse. Maybe 64x64 would still give enough feeling of space outside the central area.
Have you done anything particular to force starting locations? In the handful of maps I tried, four of the civs were evenly spaced in a circle around the pole, but one was way off center. That guy certain has less access to the polar terrain.
Since this is polar, the dunes should really be circular, shouldn't they? When you zoom way out and clouds appear, they always go east to west; I suppose there is no way to make them go in a circle.
Since the desert plots seem to be filling with resources, I am assuming that the entire map is land. Is that correct?
Do other people think the diagonal pattern seems odd for a pole?
At the planets uppermost point, lay the Polar Caps, a vast expanse of ice, some of which was presumably melted down to make water forthe rich, that had never truly been explored.
Since the desert plots seem to be filling with resources, I am assuming that the entire map is land. Is that correct? This may be a problem. The AI does not use land transport. If there is a land path from point A to point B, the AI will never build and load fast transports; it will have units walk, even though it is much slower. That is why we used an archipelago map with ocean. The original unit set, and also Koma's new unit set, assume that by the mid game, armies travel by transport.
The 'dunes' in the outer regions are land, but most of the sand you see is ocean just like on archipelago.
Other sources I've looked at refer to polar ice caps.
As for the transport issue.. man, that seems like it needs to work properly. Even on archipelago, I would be surprised if there weren't some extremely negative consequences to this mechanic.
Hm, I'd like to check that against "canon". If the polar region is hot, I find it highly unlikely that there would be ice just sitting there. It would melt and the sandtrout would isolate it. I think your graphic captures the right feel, there is some ice there but not so much that you would have water caravans traveling there.
There is a small north polar ice cap that is mined for water, see the polar map in Dune.
There is a small north polar ice cap that is mined for water, see the polar map in Dune.
Do other people think the diagonal pattern seems odd for a pole?
The original unit set, and also Koma's new unit set, assume that by the mid game, armies travel by transport.
Maybe reducing the thickness of dunes by removing flat land (only ocean->hills<-ocean) could make them more convincing.
Make a special desert terrain for dunes with no bonuses and no water/hammers/trade and ai won't settle there.
I'm going to create a better texture for the dune hills, make it have no yields/bonuses and include in patch 1.3.4, although it seems I'll have to comment them out of terrain infos xml until we have a better solution.