Greizer85
Emperor
- Joined
- Mar 7, 2009
- Messages
- 1,210
I read the instructions for adding the custom resources... Too bad it's not a simple point-and-click job. I guess that'd be impossible without editing the map editor itself. I will most definitely use this for my Finland map, but I think my world map is good enough as it is; there's only a few minor discrepancies, like Silk in Siberia etc. It may simply be that I haven't the heart to 'discard' all my hard work from testing all the map seeds to find the optimal one for the current resource distribution.
The stars really aligned on that one -- all of the other 63 were horrible in comparison. I was in the process of making a bigger world map, but it's been a while and it's hard to get back in the 'groove' of map-making, so to speak. But it is tempting with this new tool available. One must be careful not to imbalance the game too much though; after all it was designed with max 4 resources per city in mind.
Anyway, I was wondering: does 16 different terrain types mean 32 different possible resources? 'Cause if it does, hoo boy, I've got my work cut out for me!
I must say it is a much more pleasant problem to run out of possible resource types to think of rather than having to cut down on their number. 
Those mountains look kinda awkward due to the stretched graphic, but the concept itself is mouthwatering.
Could there be three different heights, or even more perhaps? Also, about impassable terrain: would it be possible to make it so that e.g. mountains are impassable to everything but Settlers and Engineers, but once they build a Road or RR in the square, then it becomes passable for all units (and ofc if pillaged, reverts back to impassable)? (I seem to remember this being discussed somewhere; apologies if I'm asking the same questions twice.)
About the stacking issue: seems like a good enough solution to me to leave the planes in the air. AI air units have infinite fuel iirc, so it won't affect them, and the human player (if he allows his carriers to be sunk in the first place) can simply land them on another carrier (if available).
EDIT: About the terrain types: is it possible to have two (or more) different types of water terrain that are both traversible by ship (and not land units)? I could really use two different graphics for navigable rivers and oceans on my Finland map. Right now it looks like a total mess and what's worse, I can no longer remember which puddles are supposed to be lakes and which represent rivers (one of the reasons why I'm reluctant to go back to the project... I should've spared a version where I kept the original rivers intact.).
EDIT2: Maybe this is getting too technical, but how about restricting the terrains on which it is possible to settle? In this way you could greatly help the AI in its city locating decisions: simply pick a single terrain on which it is possible to settle, then place it at all ideal city locations, and presto! perfectly placed AI cities, with no actual AI tweaks whatsoever.

Anyway, I was wondering: does 16 different terrain types mean 32 different possible resources? 'Cause if it does, hoo boy, I've got my work cut out for me!



Those mountains look kinda awkward due to the stretched graphic, but the concept itself is mouthwatering.

About the stacking issue: seems like a good enough solution to me to leave the planes in the air. AI air units have infinite fuel iirc, so it won't affect them, and the human player (if he allows his carriers to be sunk in the first place) can simply land them on another carrier (if available).
EDIT: About the terrain types: is it possible to have two (or more) different types of water terrain that are both traversible by ship (and not land units)? I could really use two different graphics for navigable rivers and oceans on my Finland map. Right now it looks like a total mess and what's worse, I can no longer remember which puddles are supposed to be lakes and which represent rivers (one of the reasons why I'm reluctant to go back to the project... I should've spared a version where I kept the original rivers intact.).
EDIT2: Maybe this is getting too technical, but how about restricting the terrains on which it is possible to settle? In this way you could greatly help the AI in its city locating decisions: simply pick a single terrain on which it is possible to settle, then place it at all ideal city locations, and presto! perfectly placed AI cities, with no actual AI tweaks whatsoever.
