Topic: Trees and Terrains
kaputtnik Topic Opener |
Posted at: 2016-02-26, 17:05
I think if you provide new values it would be welcome For testing purposes the files to modify lives now in Top Quote |
einstein13 |
Posted at: 2016-02-26, 20:03
I vote for providing new values. In a few weeks time I will try to explain more about trees on our Wiki (now I am working on Single Player manual) and I would like to know current values and behaviour. Also I would like to know that those values will be unchanged for a long time That would be perfect! einstein13 |
GunChleoc |
Posted at: 2016-02-27, 14:42
+1 for new values before Build 19 Edited: 2016-02-27, 14:43
Busy indexing nil values Top Quote |
king_of_nowhere |
Posted at: 2016-02-27, 16:17
ok, problems and proposed changes: P.S. For convenience, I'm defining the higher growing probability of a terrain as the growth probability of the tree with the best chances on it, and I will use the acronym HGP for it.
Those are the problems I saw. There were a few things I wanted to improve about trees too, but the proposed fixes should cover it. Before implementing the new values in the public build, I suggest someone tries to implement them and recalculate the values of HGP (I hope the whole process of calculating the percentages for the editor help was done automatically, I don't want to ask someone to lose days to recalculate) to check if the proposed changes have the intended effect. Top Quote |
GunChleoc |
Posted at: 2016-02-27, 19:40
You have convinced me - I'll put the terrain numbers back in. Busy indexing nil values Top Quote |
einstein13 |
Posted at: 2016-02-27, 19:42
I am convinced too Both numbers & arguments einstein13 |
king_of_nowhere |
Posted at: 2016-02-27, 20:00
by the way, I notice that there is a lack of buildable terrains with HGP around 30%, what I think as "C class" terrains. Only two terrains, dry soil and taiga, have that. Every biome has thhe main terrains with HGP close to 100% (class A), then there are a couple with HGP around 60% (class B), and one around 5% (class D), but only desert and winter have a class C. On the plus side, dry soil fits thematically with summer and wasteland terrains, so we still have a C class terrain we can use for every environment. I don't think there is a real problem for that. Considering that there are only a couple of B soils for every environment that either are almost indistinguishably similar (ashes) or have a theme suggesting different uses (summer steppe and summer mountain meadow), I think we are better off keeping the different B classes for the various biomes and using dry soil if we want a C class in a summer map. I also was working on a datasheet to provide easily readable access, but I have no idea how to post it. I think last time I made one I emailed it to someone, but i can update it with the real values now. Top Quote |
kaputtnik Topic Opener |
Posted at: 2016-02-27, 21:32
You could make a new bug report on launchpad and attach your datasheet onto it Top Quote |
einstein13 |
Posted at: 2016-02-27, 22:52
I would prefer new types of terrain (like treelike mountains). Why? Because some maps can change drastically. Better is to create some new terrains (at the latest for build 20) and make better maps in the future einstein13 |
GunChleoc |
Posted at: 2016-02-28, 09:26
Well, we do have "forested mountain" now As to the datasheets, how much of that could be autogenerated from the code (like we do for the in-game help)? I have started fixing the encyclopedia on the website, and once we have Build 19 out, I could start expanding that to add some trees and terrains information. Busy indexing nil values Top Quote |