Topic: Attempting new quarry stones for Greenland
Astuur Topic Opener |
Posted at: 2011-08-11, 08:32
How are we going to include the Standing Stones? Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
chuckw |
Posted at: 2011-08-11, 17:52
Good question. I have plugged them in as replacements for the original sstones1-5 owing to the names you had given them, but they could certainly be categorized differently. Maybe this is a good time to pursue a new "boulders" type of immovable. Do we want to reinstate the original "asparagus"? I for one liked the animated "dream catcher" thingy on the original sstone1. At the same time, however, I REALLY like the textures on the new files. Thoughts? I see little people. Top Quote |
Astuur Topic Opener |
Posted at: 2011-08-12, 15:40
Hmm.. the drawback of installing them as new items is, that every map that uses them is not loadable in installations without the boulder type. But we cannot escape that, if we introduce new immovables. So why not form a new category or two (boulders, menhirs)? Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
hjd |
Posted at: 2011-09-10, 12:10
I know I'm late to the party but I have a comment on the new quarry stones which have now been included. One drawback I see with them is that the overlap way less than the previous stones did. To explain, compare the two images in the first post. For instance right north-east of the HQ, I think the new models have a bit too large gap between them. This make it look fairly obvious that there is two stone#1 next to one stone#2. I preferred how the older models looked more tied together, creating the illusion of one larger stone structure which the mason could work on in different places, rather than a series of independent stones close together. I think some of the stone lying around on the ground creating some overlap helped, but using a wider base for the stones may also help to prevent this problem. (The latter would potentially cause other problems with nearby roads, though). I don't really have anything against the models themselves, but looking at the map now, they make the different stones look a lot more separate than they used to. Edited: 2011-09-10, 12:10
Ships! Top Quote |
Astuur Topic Opener |
Posted at: 2011-09-10, 19:10
I am not quite sure which stones I should look at in the screenshot but it does not really matter;
I can see and understand the princliple critisism.
Well, I did not and still do not for the reasons I have already mentioned. I am sorry you dislike this aspect, but I guess you cannot please everybody in every aspect. Even if you had spoken sooner, I would not have know how to circumvent this effect. I have used the Blackland quarry stones as models that have already existed for a long time without attracting much criticism - so I thought it should be alright.
That is the point - they are already almost as large at the base, as they are allowed. As for the extra stones lying around, please consider the quarrying animation. These heaps must look self-similar to create the illusion of a logical dimishing process. If I'd place some extra stones to fill the gaps, the stonemason would never go there; they would simply vanish from one step to the next. I tried to avoid such "miracles" as best as I could.
As I said, I can see your point. My preference was with something else: I wanted to overcome the "modular" aspect of the the old heaps. They should look more like rock coming out of the ground and not like boulders forgotten by some glacier. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |