[Development] Alternative Map during 1.17

When I enabled the grid I noticed that my new marsh was much less present. I compared the grid texture file and the normal texture file and I saw that the grid file had a larger alpha channel area. I removed the grid lines and tested the result and I'm quite pleased with it. The color has a bit more saturation than last time. But I like that because it stands out a bit less.

Spoiler :
civ4screenshot0009-jpg.548190
 

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Can you make the neighbouring terrain blend even further into the marsh tile? I also have to compare this to the current state to give accurate feedback. Can you push this to a branch so I can see it on my own machine?
 
Maybe only a little bit. The coastal glitch is a result of the texture being withdrawn into the tile too much.

I commited the current version to the branch "marsh".
 
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Okay, that's alright.
 
Merged a pull request by merijn_v1: fixed graphical update after placing a different feature variety
 
Will it be possible in the future to convert marshes to usable tiles through intensive labor?

Maybe tied to the Hydrology tech and/or the Laborer unit?

Or will marshes turn into usable land tiles automatically (tied to years, like the appearance of new world resources)?
 
I have seen similar issues when trying to work with different textures for Arctic Coast, and I think it might be related to the layer order or texture blend values.

Which textures are you using for this? They aren't in the map branch.
 
Will it be possible in the future to convert marshes to usable tiles through intensive labor?

Maybe tied to the Hydrology tech and/or the Laborer unit?

Or will marshes turn into usable land tiles automatically (tied to years, like the appearance of new world resources)?
No, marshes in places like Siberia, Congo or Amazonia are still not developed today. The purpose of the terrain is to bar certain tiles from development no matter how many workers you have.

Some marshes are placed to block early settlement temporarily and intended to be removed like resource spawns during the course of the game, e.g. Venice, St. Petersburg, Netherlands.

Which textures are you using for this? They aren't in the map branch.
None, I gave up on this due to how different water textures interact when bordering each other. Arctic coast now has the same texture as normal coast.
 
Merged a pull request by merijn_v1: added Cinnamon variety for Spices
 
I forgot to add the cinnamon variety to Consts.py in last PR. I could make a new PR, but I guess that it is easier if you do it yourself when you add it to the map.
 
Yeah, I already noticed.
 
New update: placed Cinnamon on the map.
 
Desert issue:

Normal unit can't enter desert, that makes desert cities like Kerma and Dunhuang impossible to conquer without camel. China has no access to camel, and Silk Road has many desert tiles too.
 
Desert issue:

Normal unit can't enter desert, that makes desert cities like Kerma and Dunhuang impossible to conquer without camel. China has no access to camel, and Silk Road has many desert tiles too.

Probably those tile should be passable if it has a road.
 
Random suggestion: Have Turquoise be a variant of Jade instead of Gems. I think we can roughly classify precious stones as "Jade" if they are opaque (e.g. turquoise, opal), and "Gems" if they are translucent (e.g. ruby, sapphire). It would also remove the awkwardness of the Quarry art on the Turquoise (I guess it's based on the Marble art) which is actually a "Mine," and since Jade is improved by Quarry it would look more appropriate.
 
The source of the Rhône river in Switzerland flows in the wrong direction.
Spoiler :
weird river.png
 
That's deliberate to represent Lake Geneva.
 
Oh. But then I'd say it doesn't do a very good job. I think most people will see this as a bug. Also, Lake Geneva is part of the Rhône and the water definitely flows west though the lake.
 
Merged a pull request by merijn_v1: added pedia texts for new resources
 
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