Topic: To all map creators; Terrain menu
kaputtnik Topic Opener |
Posted at: 2015-03-30, 19:12
I just used "resource" to describe the usability, because it is similar and a mapmaker knows this functionality
I think this too.
Just thoughts about specifying an specific tree area on a map:
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SirVer |
Posted at: 2015-03-30, 22:03
That seems like a sub optimal approach to me. Instead of one way to define how trees grow (terrain affinity) we will have two (terrain affinity and resources/restrictions). That means the player will never understand how tree grow works because it is too complex. Also map makers have to learn even more concepts. I am fine with reworking the tree mechanics and I am not married to terrain affinity. But I'd like to only have one concept, preferably a simple one. Top Quote |
Tibor |
Posted at: 2015-03-30, 23:02
I think current aproach is good one. Perhaps a finetuning of parameters would be enough to fix the issue. Top Quote |
king_of_nowhere |
Posted at: 2015-03-31, 02:24
Well, sometimes I want to make maps with specifical tactical themes in mind, so I don't bother with anything superfluous, but in that case the map is a tribute to a real place, so I wanted to showcase the different ecosystem of the different islands. Thus I wanted shades of green and various combinations of grass, rock and hard ground. Really, if you live near the baltic sea, you shoul take the cruise from Stockholm to Turku and back, you won't regret it. Even if you get tired of watching islands pass by after the first five hours, just the food on those ships fully justifies the price of admission. Then I'm also trying to make the map balanced, giving everyone an equal amount of land and resources - quite difficult to manage when all the land is split in a multitude of islands, but worth a shot, someone may play it eventually. Although I don't think the AI is capable of expanding over a bunch of communicating small islets where you sometimes need to make a tower in a strategic place before you can advance to the next spot. Well, maybe I'll playtest it oncce it is complete. Top Quote |
einstein13 |
Posted at: 2015-03-31, 12:05
So now I don't understand why do you want to change the layout of Terrain menu? Current stuff is exactly what you need. Different combinations of ecosystems. You have 4 of them. Is it not enough- create you own I will be glad to see something else! (and use that too! )
I don't have money for that journey, but for sure one day
Map: Crossing the horizonts, but there is only one ecosystem: greenland
It isn't. Only when FIRST spot is correctly expanded, then the rest of them can be colonized too. I got lots of troubles when playing with the AI. On most of maps with lack of initial terrain, the AI had tones of problems to build first ship. einstein13 |
Tibor |
Posted at: 2015-03-31, 21:19
in regard to rangers and types of trees - partial workaround would be if ranger preffered types of trees that grows nearby and only if none in vicinity he would select trees based on a terrain. Top Quote |
kaputtnik Topic Opener |
Posted at: 2015-03-31, 21:26
I will tell from my view:
You could say that all of these circumstances could be solved if someone has enough experience with mapmaking and after 10 to 20 maps he knows in which tabs he could find the terrain he has to use to solve such problems. But i think this isn't the goal. Lets think about, what informations are importand for the terrains menu, which informations should be shown in it. Currently we have:
The current menu shows the 3. point in the tabs, the 1. point is shown in each tab and the buildability (point 2) is shown with grayish icons on each terrain type. What lacks is the information about: Which tree should i place on a specific terrain? You could say, this information is stored in the terrain affinitys (point 3/tabs), but for me it is not. I don't know the affinitys for umbrella trees or conifers. And even if know this, i couldn't see which tree grows good on a specific terrain type. I think this lacking information should be shown in a convenient way. If you finished your work on terrain affinitys and we have only one value for each ecosystem, we could make the terrain menu more efficient But some circumstances won't be fixed at all (f.e. mixing of terrains) Edited: 2015-03-31, 21:59
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einstein13 |
Posted at: 2015-04-01, 00:09
Ok, now I understand why you want to change the layout, but for me it isn't necessary:
That can be a bit problematic, but for me it is not problematic. I use those tabs very quickly and I change the tool very rarely. Why? That is the clue of making maps:
The map is ready. And the stars: ()- this part can be easily implemented, we should wait for somebody who will change that; (*)- here is definatelly lots of clicking, but if you desing well the map, you can use less clicking by copying the ideas of deserts spots (with the same soil type or so on). Of course changing the layout can make the map making easier, but for me it is ok now. I use about 2-3 hours to make big(!), complex map. I need only good idea Smaller maps can be done faster.
Simple: Coniferous on iceland and greenland, deciduous on greenland, palm trees on desert, wasteland trees on wasteland About specific affinity to terrain is more complex idea and my opinion for that is: it shoudn't be added to the editor. Editor should be as simple as possible. With features, of course, but not in "basic view".
For me it was after 2-3 maps But I know well maps from older worlds. And I know that the soils are just the same as before.
I would say only "ecosystem type", not terrain affinities. But ok- I understand you here.
There is no information here, but as I mentioned above: it shouldn't be there.
I don't think that it will be soon. There is nobody who wants to help me with that. Nobody. And I don't have time for that now.
If you mix terrains, you have to calculate on your own the real values for trees. I can't help you with that by producing "simple table" or something like that. einstein13 |
kaputtnik Topic Opener |
Posted at: 2015-04-01, 09:09
The idea of the new layout is: Get rid of the old differences between the worlds, reorder the things a mapmaker has to know and add a information about trees. Because its difficult to put in there more than three information types (Terrain patterns, buildability and terrain affinitys) we have to change one of this information. So what about replacing terrain affinitys with treesorts?
There are 4 kind of treesorts and therefore 4 kinds of terrain affinitys and those values are sticked together. It should be possible to exchange these informations in the terrain menu. Doing so we have following informations to show in the terrain menu:
In my opinion we have to put the buildability on the tabs, where each tab contain the appropriate terrain type and use the grayish icons for the trees. Doing so would imho bring more clarification on the question: Which terrain let which tree grow good? If we use the same images for the grayish icons like we have on the tree tabs in the immovable menu, it should be easy to recognize the context. The old grayish icons for the "is" values in the init.lua file for the buildability isn't needed anymore in the terrain menu (but still has to be there for compatibility reasons), but we need one new value for the depending of terrain type <-> tree. This is currently stored in three values (temp., humidity and fertility).
Please make new thread about that and explain there what you need to finish your calculations. If a few people get informed about the framework conditions i am sure there is someone who wants to help
I don't understand what you're talking about here.
I think something like "tree resources" could be implemented later. We first have to solve the easier problems @ king_of_nowhere: Would a terrain menu like described above (where the treesorts are shown on each terrain type) helped you with the archipelago? Of course you had a restriction of terrain types you want to use if the coloring not fit, but you would be aware of the trees... Top Quote |
einstein13 |
Posted at: 2015-04-02, 08:21
This is bad idea for me. Old differences are needed. There was a time when there were no difference at all. So all types of trees were growing on any terrain type. That was bad.
What is "treesorts"? Sort of the tree, you mean: coniferous ,deciduous, palm trees, wasteland trees? Current model of terrain affinity IS TREESORTS. I don't understand why you want to destroy good model. Also it is SORTED in terrain menu.
No, there is only ONE terrain affinity model. s s
But you understand that if you change anything in the terrain menu, your map will be not balanced for any other player than you? Unless somebody will see the map and your changes in map editor.
I've told you: now there is sorted everything, but it is sorted in another order:
The same situtation you had in old layout. Nobody was complaining that there were no information about trees affinity earlier. Ok, there weren't 3 values for terrain and 4 values for tree, but 0 values for terrain and about 12 for trees.
Stupid markdown!
Better?
As you can read before, this idea probably will not be implemented. But "probably" einstein13 |