Tekamthi
Emperor
- Joined
- Aug 12, 2016
- Messages
- 1,995
I should've explained in more detail, to save some effort -- I also took the model and textures out of the fpk. I tried to lighten up one of the texture files a great deal -- however I think the texture file I modified is a different one from the one you've identified, i'll try again. Thanks for pointing it out!It seems the black spot is due to lake_victoria_decal_diff.dds that looks like this.
I wonder if this could serve also as lava for your volcanoes? ie we brighten this texture up to be really orange/red?
edit:
I have 2 procedural models in-mind for flood plots; pls comment:
first, the plot itself:
- plot option 1: flood is improvement/feature hybrid, same moves malus as storm but w/o sight penalty (storm is getting -1 moves when starting turn in storm plot thanks to new vp update)
- plot option 2: flood is resource/feature hybrid, feature-based moves malus only (no -1 when starting in plot as this is an improvement table value -- advantage it can affect plots with improvements built by players)
- procedure option A: flood spawns when storm despawns over eligible land plot, then sticks around for x turns before disappearing -- simple and predictable at-a-glance
- procedure option B: flood moves with similar rules as storms, moving towards plots that are adjacent to water or fresh water then despawning, to simulate some sort of thematic 'drainage' -- this will be more dynamic and give sense of water as alive and circulating rather than static, but maybe wonky gameplay
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