The main ones woud be peaks and rilles. (which already plan to have)Not too hostile and your point is well made. I don't know much about Lunar terrain to be honest. Is there any type that would be unsafe to settle on and tough to maneuver through?
Alazkan, the Terrae I proposed are basically hills. It's so to speak highland terrain and quite rolling because it doesn't has a lava history which tends to flatten things out when it was in its liquid state.
Essentially bare rock would be part of one of the main terrain types (Terrae), and has no use anymore.
Ejecta (but as feature then) is a good thought. Perhaps this could be turned into a difficult to traverse feature, and more likely to have metal resources if it can be xml'd that features dictate the chance of resource appearance.
With a mix of craters, rilles and mountain ranges (and for the willing dust seas on top of that) scouting around will be difficult already, at least for mobile (wheeled/tracked) units. Which reminds me, how do we see foot units? When they walk around all over the moon do we think of having them a mobile base with them on which they can re-supply and sleep? Or would we give them a sort of limited radius outside borders where they can venture outdoors of cities and transport units? This might be too much micromanagement for a player of course.
Rilles replace rivers and give a (0/+1/0), not commerce. Impassible to heavy vehicle units.
mountains will be simular to the highlands map, with the following map options to control peak placement:Long, impassible mountain ranges should be commonplace.
One thing to consiter for this would be having some general form to terrain. That is, having most of the maria located on a single side of the moon, which would also be where all of the factions start the game. Something that emulates the Moon's near side/far side differences.
addedEjecta (0/1/0) found near crater features and Terrae, but tend to be clear of any features of their own.
Darker in color than Maria.
I was assuming that Terrae would be the name used of what in vanilla are hills, but hills arn't a base terrain, they are an overlay like features are. (same with mountains)
In vanilla there are grassland hills, plains hills, desert hills, tundra hills, and ice hills.
If we reduce there to being only a single type of hill terrain we lose a lot of the terrain variation allowed by the game engine.
I think that we should have 3-4 types of base terrain; the three land elevations(flat, hills, peaks) and a large number of features.
As to foot units, I see them as containing an implied suficient logistics supply chain for wherever they go, payed for with maintenace costs as usual. Similar to units in Vanilla that can keep using their guns without ever running out of ammo.
To simulate the added expence of exploration in lunar terrain I would recomend a change to how unit supply costs are calculated. Currently units in enemy territory incur the "supply" cost, I would make any units outside of your and friendly territory generate this additional cost.
I was assuming that Terrae would be the name used of what in vanilla are hills, but hills arn't a base terrain, they are an overlay like features are. (same with mountains)
In vanilla there are grassland hills, plains hills, desert hills, tundra hills, and ice hills.
If we reduce there to being only a single type of hill terrain we lose a lot of the terrain variation allowed by the game engine.
I think that we should have 3-4 types of base terrain; the three land elevations(flat, hills, peaks) and a large number of features.
Since Terrae is intrisically a terraintype that is highland by nature, I propose to put hills on this terraintype only, except where the crater feature makes a "dip". So the only terraintype where a wheeled unit will be able to move fast will be on the Maria. Terrae will usually have the hills overlay which impedes movement on its own.
I am now complete determined to figure out hight maps and won't give up until I do. I will be changing the hills hightmap as well as making some new hightmaps for craters and rilles.
Modifiying heightmaps isn't a problem, that can be done with Gimp, the issue I had when looking at them is not being able to add any new terrain types, just modify the existing ones. There don't seem to be any XML tags that reference the heightmap data.
Did your unnamed source manage to add additional heightmaped terrain types beyond hills, peaks, and oceans?
enum DllExport PlotTypes // Exposed to Python
{
NO_PLOT = -1,
PLOT_PEAK,
PLOT_HILLS,
PLOT_LAND,
PLOT_OCEAN,
NUM_PLOT_TYPES,
};
I read this, and hoping to do something none else has done, I took a serious look at all the code we got with the SDK. Unfortunately it appears you are right and that there is no way to add new terrain types since it appears height maps a directly referenced from the graphics code(which we unfortunately can not access). Even if we could, by the way plot types are specifically referenced in the C++ code it would be very difficult to add a new plot type.Yeah, I think we've run into the same troubles. The heightmaps are done for plot types (not terrain types), which are set in stone at four, so I wasn't able to find out any way to add more. Had I been able to, I definitely would've continued on that path to making Planetfall have elevation, but with only three heights to work with (four counting water) it just wasn't worth it in the opinion of the group. As with most things graphical, the SDK didn't shed much light on this. There isn't even a PlotTypeInfo file or XML dealing with plot types, only an enumerator:
Ya, I know (most map scripts work this way. Or at least the ones I looked at). The terrain on a map is also done in a similar way.The other thing I looked at with the LandscapeInfos file, which had something dealing with heightmaps. However, I think this is just used for generating a true heightmap for an entire map, and then the type of plot that is put into a certain plot is determined by the value of that plot's height, so if it falls within the "ocean" range, it's an ocean, if it falls within the "land" range, it's flat land, if it falls within the "hills" range, it's a hill, etc. I really didn't too much experimenting with it, however.
Oh, I'm not giving up. I just have to be a little more inventive. This means people who later look at my work will go crazy trying to figure it out.Don't give up matthewv! But it does suck that they made this inflexible.
Since we are limitid in what we can do, we should be sure to use all we can.
What if we used the coast plot type for riles? We don't have coast/ocean doing anything right now do we?
I'm sure we can remove the water and waves from the ocean, and retexturing the ocean floor shouldn't be a problem.
That would immediatly make them impassible to most units. The functionality of allowing some units to cross it shouldn't be too difficult, Kael had his "the drown" units in FfH walking across water tiles the day the SDK was released. It should be a simple thing (for an SDK modder) to add that code into SotM.
Ya, this could be a problem. I am hoping to be able to ajust to ocean height somehow.The only problem I know of is that any units moving on that tile would hover at the level of where the ocean would be.