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Simon Loverix
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Tongeren, Belgium
Apr 2001 time: 05:13
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There's no 'Swamp' terrain type in the ecology model. The five terrains are covered by vegetation (ranging from desert over farmland to forest).
Wetland is one of the water types. It won't be on the same square as a river (though it can be part of a river).
Since all farming sites are always used, the ratio farmed/normal patches can depend on the total yield: in ancient times you would see a few farms, in modern times almost the whole square covered. Or let it depend on K. or L. or farming tech.
Wetland: 50% of the normal vegetation patches can be replaced by 'pool' patches
Last edited by Simon Loverix on 23-05-2001 at 15:34
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Gary Thomas
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New Zealand
Mar 2001 time: 17:13
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Although my main focus lately has been on the map AI, it does have implcations for map graphics, so I have been thinking about that, too.
One of the things that has bothered me is the abrupt sea shores.
I would suggest that the way to get around that is to have an overlay terrain for land (it could equally well be for the sea, but having an overlay of a bit of sea is simpler than an overlay of a bit of land) with the appropriate beaches, or cliffs, shown.
This could be achieved, in the simplest case, with four overlays (one for each tile side). Alternatively, more complcated combinations (16 = 24) for all the ways beach can impact.
You could also have a straight, where the water goes through the middle. Of course that would look a bit odd if a city were built in that square.
Cheers
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:13
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Hi Stian,
I think the coasts look good, except they seem to mingle badly with the forest graphics.
If you have any ideas for rivers, and whether they should go in the middle of the squares or on the edges, please let us know.
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Mark_Everson
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Canton, MI
Jan 1970 time: 00:13
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Hey Stian:
I like your road concept a lot! It will add some unique flavor to the maps. I'm also a little worried how it will work for like forested tiles given that there is a lot of complexity in the roads we'd have to work around. Another potential issue is that a city image, if appropriate will go at the center, and some of your roads might not look like they 'go into' the city. Lets see what others think in general before getting into details.
In terms of the specific implementation We'll need to get them into the tranparent Gif format (89a is the spec I think, but it might be 87a). I hope you've got a program that supports that format, if not you can probably find one. Also as now supported in the code roads are drawn by segment. So a lookup table would need to be created for your approach to work. But neither of those are big issues.
If you take your demo 6 jar file, and open it in winzip, you can extract the current road tiles to see the spec. They are in the \tiles directory and have names like RoadNW.gif. Once you get to the stage where you have the roads in transparent gif format, and match the road position in our files now (there is a little excess space at the top of the tile, beyond the diamond) you can put your matching ones in by hand into the .jar file replacing the standard ones, and see how they look yourself! In the long run if we accept your road concept we'd probably handle them in a whole sheet, just as you put them up.
I like the coasts on the map you show too! It would be great to have something like that. The rivers look pretty good too.
Great Start
-Mark
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Gary Thomas
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New Zealand
Mar 2001 time: 17:13
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The way it works at present is that there are eight road segments which lead to the centre of the square. The code is arranged that way, and changing it to cover the 28 combinations is a coding task that will get a rather low priority. So, at least for the moment, we are stuck with the eight segment system.
The roads in question are actually very high grade military roads, and are always paved. So maybe grey is a better choice of colour.
On the question of coasts, if individual tiles are used for each combination, I have no problem with it, but it will take 28 times the number of distinct landforms that are in use. By my count, that is around 1500 tiles. Can you handle that sort of workload, Stian?
The approach that I intended to use was by means of four overlays, representing the four sides (and ignoring the corners). Even if this is multiplied by 6 landforms, the number is manageable.
The question of rivers in squares or along the edges has been discussed extensively in another thread. The only substantial argument in favour of in-square rivers is the movement along rivers issue. The significant problem with in-square rivers is that roads will cover them up, or interfere with their appearance. I have always been a strong proponent of edge rivers (as used in Civ3!) mainly because of the barrier effect in combat, and the boundary effect for political control. I also once had an (unfulfilled) ambition to be a civil engineer - I like the possibility of bridges.
The point here is that narrow coast overlays could also be used for edge rivers.
Until Stian showed up, I had intended to do these myself, but I would rather spend my time on the code.
Cheers
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