Terrain

Okay. So here's the key question now: does the naval part of dust "seas" stays in, or will dust tiles be used as a temporary barrier until units can cross it safely?

The former gives a sh*tload of extra graphics work, the latter keeps it more simplier and closer to reality.

Vote now, peeps. ;)
 
I was thinking that nearly half of the map should be in darkness - representing the half of the moon that doesnt see the sun - and only allow this portion of the map to open when the civs reach a tech level that provides protection from intense cold and some sort of ultra efficient luminescent system.

Following this idea - I dont know what you're going to do in terms of farming/mining and all of those neat improvements we had in Vanilla, but I was going to suggest having solar energy plants be the new mine as it harnesses the constant sunlight on that side of the moon...

If any of this was already mentioned I apologize
 
I was thinking that nearly half of the map should be in darkness - representing the half of the moon that doesnt see the sun - and only allow this portion of the map to open when the civs reach a tech level that provides protection from intense cold and some sort of ultra efficient luminescent system.

Following this idea - I dont know what you're going to do in terms of farming/mining and all of those neat improvements we had in Vanilla, but I was going to suggest having solar energy plants be the new mine as it harnesses the constant sunlight on that side of the moon...

If any of this was already mentioned I apologize

Sorry to break your bubble, but more then 99% of the moonsurface receives sunlight. While the moon revolves around the Earth, either side (the one which faces Earth at all times and the one that is invisible to us) each in turn have about 2 weeks of continuous sunlight.
 
sorry about that, I was thinking in perspective to the earth and the dark side of the moon... my apologies
 
Woodelf, do you know why the same terrain type is twice or even 3 times put in the terrainInfos file? Some Python reason or what?
It's not like all of them will randomly be choosen by the moonmap generator.
 
I think that in the beginning no one wanted to delete stuff from XML so they renamed old stuff after copy/pasting it. I've never mucked around with that. I'll have to at some point. :eek:
 
Well, I'll just make copies and delete the excess terrain types.
Checking now which ones appear on a random map.

Are you bychance comfortable with the idea of whatever terrain producing NOTHING without improvement?
I think this would make the player more inclined to use specialists.
 
Units are the same way. :sad:

Luckily when zipped up excess XML don't eat much space.
 
Oh, that.
Just cleaned out the TerrainInfo files. Not to shabby after a quick test.
Starting on the resources now...
 
And before you head to bed can you upload your changes somewhere? Not the techs, but everything else.
 
Not cool. Any idea why?

If you want to stop making changes and wait I'll be done soon, maybe...
 
In the last sec I saw a huge amount of turns appear in my city production label. Might be totally unrelated to my changes thus.
I'll try to load from an autosave.
 
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