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July 17th, 2008, 01:35 PM
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Shrapnel Fanatic
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Re: Idea for new oceanic terrain types.
The thing about putting sea with swamp brings up a good point. Can some of these be logically placed by mixing bits we have now? Farm and sea? waste and sea? inland water with something?
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July 17th, 2008, 01:47 PM
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Re: Idea for new oceanic terrain types.
Rivers would be great for sites, but which ones? Water's obvious, but at the same time, the water's constantly moving, and washing away most sites in time, plus rivers themselves might not be large enough to support many types of sites, even if we're talking about the Amazon. And in that case, with very large rivers made up of many tributaries, it's no longer a river, it becomes a Confluence. Besides, my thought for rivers is that they'd generally be valuable enough, serving as easy access to inland provinces, and as roadways.
I *was* trying for some parity between land and sea terrains, actually, Gandalf. I'm not sure how obvious it is, but if what we have now could be renamed and placed in the water, or even just shoe-horned in, it might work.
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July 17th, 2008, 02:14 PM
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First Lieutenant
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Re: Idea for new oceanic terrain types.
Quote:
Gandalf Parker said:
The thing about putting sea with swamp brings up a good point. Can some of these be logically placed by mixing bits we have now? Farm and sea? waste and sea? inland water with something?
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I found that the massive Orieda map has two provinces that mix land and sea features. One is farm and sea and the other is waste/mountain/sea. The provinces funcion okay and have those atributes, so I asume every combination of land attributes and sea attributes is okay. After all, they are just bits, not real, so the game doesn't know that the combinations defy the dev's intentions.
So a deep sea underwater mountain range is viable. I think you would have to input the bit combination into the map file.
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July 17th, 2008, 03:11 PM
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Major General
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Re: Idea for new oceanic terrain types.
Quote:
Edratman said:
After all, they are just bits, not real, so the game doesn't know that the combinations defy the dev's intentions.
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True. Keep in mind, however, that the combinations also defy the intentions of magic sites' authors (whether the devs or some modder), and you are likely to get magic sites underwater which don't make much sense. E.g. sites which allow the recruitment of non-aquatic creatures who will drown as soon as you recruit them.
-Max
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July 17th, 2008, 03:32 PM
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Re: Idea for new oceanic terrain types.
Doesnt it also affect what poptypes defend and can be recruited?
I would be much more bothered by inconsistancies there.
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July 17th, 2008, 03:36 PM
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Re: Idea for new oceanic terrain types.
That might take specific work to implement, as in directly modding provinces to reflect their underwater status. But for all that hard work, I bet a large amount of creative energy could shine through. I mean, if one chooses to make such a map, and in the process is forced to mod every underwater province, there's a good chance-depending on the person-that they'll make atleast some of the provinces more interesting, if only to save themselves from death via boredom.
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July 17th, 2008, 03:59 PM
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First Lieutenant
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Re: Idea for new oceanic terrain types.
I've only been aware of the two provinces for 3 games. The poptypes have always been aquatic types. Nor have I encountered any sites that conflict, but undoubtedly that could be an issue. I do not know how the game actually reads the bits to determine sites and/or poptypes. There is a possibility that the sea component of the bit description will negate land poptypes and sites, but there is also the possibility that it doesn't.
I will have to defer to someone with more knowledge.
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