I am specifically referring to these small 'islands' that are using the 'atoll' graphic.
As I see it, in an attempt to make coastlines provide more

&

these 'atolls' are now placed close to coasts. A
lot of 'atolls'.
Just now checked and the standard 2

& 1

is given to these 'atolls'.
This now means some coasts, which were (I think) 1

& 1

are changed to give atoll values.
So a question arises. If in the future a new graphic is found to differentiate these small islands from the original atolls. How extensive a rewrite of the code is it to place everything properly.
Can the changes now be implemented to have the tooltips show "Islets" instead of "Atolls". Because having coral atolls all throughout the world is just a bit of a distraction.
I can see the reasoning behind making some coast provide a different set of yields, and I quite like the idea. However the half-measure fix is a bit jarring.
I had a look at what is involved with the atoll graphic. Some DDS files and GR2 file along with some data entries. The DDS I can understand, and at a pinch could probably put together a new graphic but I'm out of depth with the GR2 stuff.
Sukritract maybe?
Let me say it again. I'm not trying to be difficult, I like the improvements to coasts.
It just looks
off.
----
Just looked again at the way the atolls are constructed in Civ.
This is the code:
Code:
<LandmarkArtInfo>
<Era>Any</Era>
<State>Any</State>
<fScale>2.4</fScale>
<ImprovementType>ART_DEF_IMPROVEMENT_NONE</ImprovementType>
<ResourceType>ART_DEF_FEATURE_ATOLL</ResourceType>
<LayoutHandler>RANDOM</LayoutHandler>
<FXSXML>assets/DLC/Shared/Features/Feature_Atoll/Atoll_1.fxsxml</FXSXML>
<bTerrainContour>True</bTerrainContour>
</LandmarkArtInfo>
And the Atoll_1.fxsxml is just:
Code:
<Asset>
<Mesh file="Atoll_1.gr2"/>
<Texture file="FX_Blk_Blk4x4.dds"/>
<Texture file="FX_Atoll_1_Base.dds"/>
</Asset>
Now if the 'islets', or whatever they are called, had their own <LandmarkArtInfo> and the <fScale>2.4</fScale> was changed. Does that scale the graphic down or up depending on the value? Thus giving a different appearance and making the 2 different types of terrain/features distinct.
Any ideas?