cephalo
Deity
Generating starting positions often fails with your map script. And there is no shield wall. Another complain was that map size is too large.
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When you say fail do you mean crash? Or just starting too close to the others?
Generating starting positions often fails with your map script. And there is no shield wall. Another complain was that map size is too large.
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Stupid question, but is the version in the release the same as the latest version in the OP of this thread? I know Cephalo fixed this issue in a more recent version.
The one thing that would be neat to try, just for visual effect, would be to swap the heights; so our land tiles pan/sink/graben(=currently mesa/rock/etc) are at ocean level, and have hills and peaks in them, and then the desert and deep desert is at flatland level. It would be cool to see what this looks like.
Yes the version in the OP should not crash as Koma indicated unless a new issue has cropped up, although the starts were often not usable.
Stupid question, but is the version in the release the same as the latest version in the OP of this thread? I know Cephalo fixed this issue in a more recent version.
Also, is it technically possibly to make spice a terrain type too? I think we could have a big improvement over the current spice if so.
The one thing that would be neat to try, just for visual effect, would be to swap the heights; so our land tiles pan/sink/graben(=currently mesa/rock/etc) are at ocean level, and have hills and peaks in them, and then the desert and deep desert is at flatland level. It would be cool to see what this looks like.
Heeey... what's going on with the heightmap changes? That sounds interesting, and if I'm not way off in understanding what you guys are talking about, I think I have an idea. How about if we swap the heightmaps for land and sea? So the sea(sand) is raised above the land? That might look cool. Then we can have real salt pans that are actually pans.
I think it would be interesting to try a habitable pan/graben terrain at the lowest height (ocean plot type), surround that with a ring of hill plots representing the shield wall (we can alter the TGA heightmaps to make them more like a rocky barrier) and then the deep desert can be at flatland level. I'll try some experiments and see what this idea looks like in practice.
Another alternative is giving up one of Peaks or Hills plot types, to have a depression/sink heightmap that is less than the height of the flatland but higher than the ocean.
Also, is it technically possibly to make spice a terrain type too? I think we could have a big improvement over the current spice if so.
My biggest concern is that peaks would look pretty weird sprouting out of flatlands adjacent to a higher desert, but we could make this happen *only* on the shield wall/arrakis, and have peaks banned from other areas adjacent to desert otherwise.
We could also modify the peak graphic so that it was a peak coming out of some foothills, rather than a peak coming up just from nothing.
So the issue is not just getting land transports to load up, it's also to prevent it from being exploitable.
Am I correct in thinking that we don't actually have 'sea' transport in this mod? Once you can cross desert you can cross desert right? Transport then is just a matter of movement points.
It might look "different" to have all the habitation in low terrain areas. But, does this really make sense geologically? Why don't the low areas fill in with blown sand?
Well, there might not actually be enough sand to cover the whole planet. From the dunes that I've seen, they do tend to rise above a flat area.
To restate from a couple of months ago, we do not have land transport. We have all-terrain ocean transport. You have to think of both mapscripts as archipelago, with ocean areas. The ocean transports happen to be allowed to build in cities and carry units on land, but they are performing amphibious assaults. The AI will not use them to carry units from place to place on land.
Ahriman, you didn't mentioned which terrains are h0 = ocean in your proposal - it sounds like everything is "as current".
If there is some kind of limit on sand, wouldn't it fill in low areas first? My understanding of dunes is that they actually travel, over time; that is, given a consistent wind, grains are blown off the front side onto the back side, so that the dune tends to travel away from the wind. At one specific time, there may be a flat or low area in front of a dune, but if you come back later, the dune has moved into the area. So low areas would fill in over geological time.