Android Assembly
Chieftain
- Joined
- Oct 2, 2024
- Messages
- 19
So, the format for map images is drawn in squares on the on corners of tiles, not the centres of tiles. This means that a landmark terrain (that affects the base terrain) is going to look like an absolute mess, because the game doesn't go "this tile is landmark" and change that tile's graphics, it goes "This corner is a landmark" and reads from the landmark terrain file... Except since each tile (as the player sees it) is made up of the corners of four other tiles, there will be abrupt edges in your LM terrain.That's interesting, I've never even heard of this never mind tackled it. Can you be more specific about what the bug is, like what you see in game versus what you expect to see?
This isn't an issue for hills/forest/jungle/marsh/mountain, because those have the base tile of grassland and you can change what the overlay is.
To put it another way, a tile of LM desert adjacent to normal grasslands, some of the visible desert will be taking from the file for LM terrain, and some will be taking from the file for normal terrain. If LM desert looks different from normal desert, there are going to be oddities.
I'm not even sure it could be fixed in code, since part of it is the game's art specs for how it depicts tiles and tile transitions.
On the topic of unit counts, it might make sense to be able to define groupings, so that you can't have 3 ironclads, 3 battleships, and 3 advanced battleships at the same time. Combined with per-resource rules, it would allow you to assign all infantry that use iron to an iron resource, effectively "depleting" it based on use. (of course, a different unit line using it might not share that limit, but we can imagine that there is mandatory allocation of resources to keep all unit types availible.)
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