deliverator said:
The question is are you any happier with the textures? I'm going to do some further work - I think Rugged needs improving.
I still find it too monochromatic. In particular there is a huge play difference beween graben and rock, and I find I need to "hunt the shadows" to trace where graben is. See attached screenshot. The arrow at the right points to a transition from graben to rock, which is very subtle. There is a shade difference of brown, but that is not enough to quickly make a visual distinction. I feel like I need to mouseover to be sure, and it makes it too hard to plan where my cities should go.
Maybe if you used more of a yellow for desert/coast, then you could use a paler brown for graben?
Also, I am curious about the one "coastal" mesa at the bottom, with the arrow. It seems to have a whole layer of sand around it, which the other "coastal" mesa at the left does not have. It is very distinctive, but why is it the only one like that?
koma13 said:
I hope Cephalo's changes will be included too.
Do you mean the AI changes, or the mapscript change, or both? This requires a whole discussion of its own. On archipelago, the AI changes are nice but may not matter too much. I have no strong objection to including it, it's just merging work. (I have some other local sdk fixes for other problems which have been reported.)
However, his current mapscript is a pangaea. This will play totally differently and we have no experience in balancing it. What do you think we should do with this? If I make a 1.5.1 patch this coming weekend, my inclination is to leave out the mapscript. We need a lot more discussion and playtesting before switching to pangaea.