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@DH (or anyone with an opinoin on the matter): Is this a better texture for lake? Or should it be brighter than the Ocean?

I like the "old" lake better, is more defined, at least to me..
 
The new lake looks like they are super deep, like Loch Ness or something.
 
@DH (or anyone with an opinoin on the matter): Is this a better texture for lake? Or should it be brighter than the Ocean?

The new lake looks murky and dark. Perhaps it is better to give lake a bit more azure blue color while oceans are "normal" blue.

If you google "azure blue" and click on pictures, there are several examples, like this:

http://thumbs.dreamstime.com/x/abstract-azure-blue-water-background-16135261.jpg

As oceans tend to be deeper than lakes, they are more likely to be darker as no light gets reflected from the bottom.
 
I like it. However we did try and have seas between coast and ocean to bring back some of the ocean flavor from Civ III but did not have the graphics. The code used the current graphics for ocean for the seas so we need a new one for ocean if we ever go that way. Basically having seas gave three steps to overseas trade and travel opening up some of the map a bit earlier.
 
Not looking too deep at least.
Azure.jpg

I made texture mix up mistake and got this interesting effect which could be further refined to fit a purpose.
Interesting effect.jpg
If I made the inner "coastline" Less pronounced/darker it might actually look quite good....

Edit: New effect refinement attempt:
refinement-attempt.jpg
 
The new effect seems more suitable for defining a continental shelf in the ocean than anything taking place in a lake. The first pic looks great imo!
 
Naval units being able to submerge. A proxy method of adding new plots to existing plots in terms of strategic movement capabilities rather than anything that would influence the rest of the map interactions. Z layers for units basically.

Would also play a major role in enabling underwater cities.

Such continental shelf definitions could help to establish just how submerged a unit or city can be. Probably just keep it simple and make it only possible to define 2 spaces of depths beneath the waves. Above the shelf would only be able to submerge to a depth of 1. Further out, 2.

Other units will be able to hover, and possibly we can even make the 'orbital layer' function on the same principle.

A major step in setting this up was achieved by the movement rules I was so desperate to not abandon despite the lagging they created. So I'm very happy to have been able to find a way to speed it up tremendously last week.
 
Cool, I will work on making the continental shelf terrain then; so it's ready for your ideas when you get to them.

Perhaps a trench terrain as well, for super deep areas.
 
Please don't confuse the current definitions - Coast = insight of land, and Ocean = can't see land to navigate. They are not about depth of the sea floor.

If we are going to add depth or just continental shelf then you need that times six since some places on Earth the deeps touch the land.
 
Cool, I will work on making the continental shelf terrain then; so it's ready for your ideas when you get to them.

Perhaps a trench terrain as well, for super deep areas.

Please don't confuse the current definitions - Coast = insight of land, and Ocean = can't see land to navigate. They are not about depth of the sea floor.

If we are going to add depth or just continental shelf then you need that times six since some places on Earth the deeps touch the land.

Both great thoughts on the subject!
 
Both great thoughts on the subject!

from the graphic it would appear to be intended as shallower safer water closer to land and that's what i have always thought of it as. and its greater yields were because it was easier to reach with less loss. it also works blocking access to different areas early on if removed around parts of the coast. resources on the water represent richer fishing areas. if coast is meant to be non depth representative then the graphic should be changed to represent it. you could instead make a dangerous coast and a safe coast where ships take damage passing like the difference between northern Scottish and Irish coasts and Caribbean beaches. have them be exclusively touching land and early ships should be restricted to them. you could then get rid of the reef tile and have a similar lighthouse building to negate the effect of dangerous coasts, give them less resources until a lighthouse is built as well. have the rest be either ocean or continental shelf where you can do different things in future areas and different resources spawn or something.
 
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