Reef

Stonebear said:
:bounce: If you don't make a version for Rhye's terrain I shall bounce up and down asking repeatedly within my own home where it will have no effect whatsoever. :bounce:

You may be a little nuts. So out of fear of you hurting yourself.

Actually I play Rhyes Scenario once in a while.

Here is a preview:
 

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Stonebear said:
I'm not a nut, I'm a legume. One who had waaaaaayyy too much caffeine yesterday.
Seriously, thank you, I love the reefs.
Everyone say: Hi Seinfeld !

Pounder, would you know which way the sea tiles combine together ?? That way one might either include reefs of rifts in open waters that could slow ships down...
 
Right, here are my finding: While I have been able to identify the pattern by which these stick together the tiles seem to be allocated in a rigid raster across the map seed. Surprisingly there are some left out numbers at times (see A7) for reasons I am not sure off as of yet.
snap027.gif


If anyone is interested, I am enclosing the numbered WSSS file (don't forget to backup your originals before fiddling with it)
http://www.civfanatics.net/uploads8/Numbered_WSSS.zip
 
I was kinda afraid someone would say "BINGO!" - LoL, but now that you guys mention it I see it too. Really looks like a galactic sector display hud :D

The "Space Age" font (hope it is useable the way I zipped it)
http://www.civfanatics.net/uploads8/Space_Age_ttf.zip
 
There are patterns that show up, the problem is it looks like they are like you said generated by the map seed. If you make the whole map sea, and then place a single land tile, none of the sea tiles around the island change their number. Showing that once the map is generated then the sea tiles are fixed.

This possibly could be used:
1) Make a map all sea, you will sea where your additions have been placed.
2) Place the land strategically to make used of the additions, also placing land or ocean over top of areas of additions you want to go away.

Sounds a little backwards.

But if you don't like the placement of the additions you could always generate a new map with a different seed.
 
Pounder said:
What if you made landmark terrain that looked like sea with a reef, but is actually land, therefore; ships have to go around.
Can't imagine how this should work since there are no LM-coastlines (I don't mean the terrain named "coast", but the connection between land and coast terrain.)
 
Arne said:
Can't imagine how this should work since there are no LM-coastlines (I don't mean the terrain named "coast", but the connection between land and coast terrain.)

Arne

You are right. I did a little playing around and if you use one LM tile, it sometimes attaches some none landmark tiles which you have no control over. I modified the lxdpc and the lxgpc and placing one tile in the middle of the water, I got a couple of none LM's attached to my LM tile.
 
W.i.n.t.e.r said:
:) one could limit the LM by making A1=B1=....=I1... if building a large reef one might not need more than a number of interlogging tiles.

I don't think that even if you figure out a pattern it would be of any use.

You can't make the LM Sea impassible unless you make the regular sea impassible. There is not a separate set of flags for the LM terrains.


Edit: Actually I guess you could just increase the movement cost.
 
Pounder said:
Arne

You are right. I did a little playing around and if you use one LM tile, it sometimes attaches some none landmark tiles which you have no control over. I modified the lxdpc and the lxgpc and placing one tile in the middle of the water, I got a couple of none LM's attached to my LM tile.
Yes, YOU are right, some sort of Islands will work. Then you will have some reefs and you will have to sail around instad crossing them. That way city building has to be forbidden on the terrain on wich that reef-LM is based on, right?

I personaly prefere using some sort of "shallow water" with high movement costs becouse it adds some other kind of stratgical deep. :)
 
Zeekater has probably found a good use for LM sea terrain: trade routes that make ship travel faster (i.e. when normal tiles have some sort of movement cost > 1)

Only thing missing is a way of making such tiles visualy identifiably in Snoopy's Terrains... anyone got any ideas on this?
 
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