The "OMG! Look what happened in DoC!" Thread

Oh you actually were talking about the wall graphics. I actually think that type of desert art doesn't look too bad for a rugged dry terrain.
 
I don't think so.
 
If it's not possible, it's simply not possible. No dispute there. It would still be the best way to effect Escarpments. They are best considered as 2-dimensional artifacts like rivers. Their obstructive value is in preventing units from going from one square to one or more neighbouring squares, but not to all neighbouring squares. Unlike rivers they would obstruct movement in one direction (uphill) more than the other (downhill). Building roads (bridges) across them would be hard. Creating an entire tile as "Escarpment" to achieve the same effect is clearly an inferior solution.
 
Well again, I don't think the goal should be to represent escarpments in particular, which is a very specific and low level goal. We want to block geographic connection between certain regions on land which can also be represented with more generic terrain types.
 
If such a border effect was possible, it would be amazing if mountain ranges were represented in that way (as opposed to a peak being a whole tile) - that would make a lot land available in the map and it would allow for very cool strategic options such as valleys where you can only travel in one direction.
 
like how ocean tiles are not movable until they are covered by your culture, can't we do a similar thing for desert hills? plain deserts would be still movable, and desert hills can still be improved (or vice versa). I don't think desert hills without improvements have huge importance in the game tbh and I don't think we would lose too much because of this.
 
Uhm, what about Mount Sinai?
 
What about it?
 
How are Egyptians supposed to cross it and subjugate the Israelite rebel scum? :(
 
Isn't it usually inside their culture?
 
Perhaps instead of 'escarpment', we could incorporate a more generalized version like 'plateau' or 'cliff'. (Does anyone know if there's tile art for that in one of the other mods?)

Or we could just treat it exactly like cape -- as an invisible effect that's added onto certain tiles, presumably hills.
 
How are Egyptians supposed to cross it and subjugate the Israelite rebel scum? :(

I have climbed Mt Sinai and I agree, it wasn't actually necessary to climb Sinai to get to Canaan; but multiple Egyptian armies managed the latter - otherwise we'd not have the Treaty of Kadesh. Sinai would be an excellent place for an Escarpment, representing more the difficulty of crossing/roading it than the need to climb a not very high mountain.
 
Perhaps instead of 'escarpment', we could incorporate a more generalized version like 'plateau' or 'cliff'. (Does anyone know if there's tile art for that in one of the other mods?)

I don't know if this is useful, but Planetfall has 3 levels of elevation: low, highlands and ridge. You can move only between low and highlands or highlands and ridge. It works and looks like this:
Spoiler :
pHQrP1W.jpg
[\SPOILER]
 
That's interesting. Does Planetfall also have peaks? Because that's the third level of elevation in the base game. I am wondering if they managed to add an additional level or only repurposed the existing one.
 
That's interesting. Does Planetfall also have peaks? Because that's the third level of elevation in the base game. I am wondering if they managed to add an additional level or only repurposed the existing one.
Even if it doesn't, peaks could be simulated via lowlands next to ridges, which would represent the steep incline of peaks. If an area really needs to have nearby highlands, you could just implement peaks as a terrain type. It's not like there's a difference between grassland peaks and desert peaks. At all. They have the exact same graphical and gameplay portrayal. Why are peaks a plot type?
 
That's interesting. Does Planetfall also have peaks? Because that's the third level of elevation in the base game. I am wondering if they managed to add an additional level or only repurposed the existing one.

They just repurposed hills into highlands and peaks into ridges, no additional elevation levels.
 
Even if it doesn't, peaks could be simulated via lowlands next to ridges, which would represent the steep incline of peaks. If an area really needs to have nearby highlands, you could just implement peaks as a terrain type. It's not like there's a difference between grassland peaks and desert peaks. At all. They have the exact same graphical and gameplay portrayal. Why are peaks a plot type?
There are implications for the graphics engine. Plot types affect the shape of the ground lattice.

They just repurposed hills into highlands and peaks into ridges, no additional elevation levels.
Interesting, I didn't know you could make that indepth changes.
 
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