Some other uses of my "sidewalks" are for matching fence lines, this fixes one major irritation I've had with having to bleed ground under a wall/fence which is supposed to divide areas neatly. Now there's no bleeding
Then there's the inner and outer corners allowing direction changes within half a cell, allowing for realistic foot paths that follow road features, or veer off into the bushes.
is this terain expansion anly for your mod or is it going to be public I really want this for my mod
I'll probably make it public eventually, much like TX2, but since it's focused on just urban, I could release it as UX. Along with maps I made for it, I could encourage others to make maps with it too, then we have some exchange possibilities...
For now, I'm still adding pieces and trying to figure out where to override junk tilesets, or should be in it's own. Likewise how to group the pieces, like do hybrid grass slope pieces go with hybrid grass cliffs or with other slope pieces? I must have moved, reordered, inserted tiles earlier into a set, renamed them, etc at least on 30 occasions since I started.
Lots more ideas to come, I have 4 pages of scribbles QUICK_EDIT
I have never thought of that , tho in all seriousness are you considering releasing these wonderful terrain stuff ? man I really want to use them in my Ra2/Yr campgin remake. QUICK_EDIT
Tiles with veritable heights need an unpassable row of cells along the edges, otherwise units will have pathfinding issues. That layout doesn't look like it has any tho? _________________
Tiles with veritable heights need an unpassable row of cells along the edges, otherwise units will have pathfinding issues. That layout doesn't look like it has any tho?
Going to make railings, but first things first
Also have to make above ground slope entrances for those recessed roads, so they can carve through a hill... QUICK_EDIT
It appears I hit a brick wall regarding new tilesets... if I use anything in the 117th, it crashes. I imagine this isn't the case for YR, or at least not for the new theaters added, but RA2 is unhappy.
I moved the tiles I thought were the offenders to lower rubble sets, and everything worked fine there, yet even with just a few remaining innocuous tiles in the last tileset caused crashes. I now have to embark on rejigging my entire tileset lineup to merge some, and re-distribute many of my others into the lower sets, overriding WW tiles. Lucky I only made 1 map with the new stuff or this would really suck...
I've been told by many people that we need roundabouts, but I couldn't figure out how to make it look decent with small roads, and the large roads had their complications. Once I abandoned the idea of a perfect circle, the offset entry made a lot of sense...
The center is just over 2x2, so the Space Needle or any other decorative piece will work. Here too I toyed with making it grass or some other concrete style, but just made the most sense with clear pavers. QUICK_EDIT
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Fri Jul 31, 2015 8:39 am Post subject:
G-E wrote:
The center is just over 2x2, so the Space Needle or any other decorative piece will work. Here too I toyed with making it grass or some other concrete style, but just made the most sense with clear pavers.
In my opinion what would make the most sence is a ring of grass/plants with a small outer pavement ring. Or some special round grass tile one can place on top so it looks that way. I have never seen a roundabout that large without any vegetation in the center! (But that might just be the country I live in). QUICK_EDIT
The center is just over 2x2, so the Space Needle or any other decorative piece will work. Here too I toyed with making it grass or some other concrete style, but just made the most sense with clear pavers.
In my opinion what would make the most sence is a ring of grass/plants with a small outer pavement ring. Or some special round grass tile one can place on top so it looks that way. I have never seen a roundabout that large without any vegetation in the center! (But that might just be the country I live in).
This could be done with a 2x2 or 4x4 building, and the rubble state could have concrete and soil splattered around. 2x2 would be perfect for leaving a walkway around the periphery, 4x4 could be made to cover the entire concrete area. QUICK_EDIT
If that is a civ wall I want to see what you do to the actual soviet, allies, and yuri walls. Last edited by Isaac_The_Madd on Sat Aug 01, 2015 1:47 pm; edited 2 times in total QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue Aug 04, 2015 4:35 pm Post subject:
I love Rivers of Gold. It has so much space. Sure, that takes away some interactivity/detail, but I like maps with lots of open areas for building and non-chokepoint-ish battles. Most of the vanilla maps aren't good at that.
Do you have any idea how the AI would react if there were no land connections at all? _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
I love Rivers of Gold. It has so much space. Sure, that takes away some interactivity/detail, but I like maps with lots of open areas for building and non-chokepoint-ish battles. Most of the vanilla maps aren't good at that.
Do you have any idea how the AI would react if there were no land connections at all?
That's a silly question haha
The AI would still build some land teams, but would quickly switch to regularly send air units at you. What would you do if there was no land connection and you couldn't build naval yards?
I have a lot of maps that are more open, some that actually make defending any given area harder than just an open map, this isn't one of them. Everyone has quite a bit of space, with choke points between regions, and makes it difficult to expand with uneven terrain outside of the starting areas. Unless you go on a campaign of destroying the forest around you...
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue Aug 04, 2015 9:10 pm Post subject:
Well, that's what I would do... but the RA2 AI isn't famous for being the brightest kid on the block, so I'm not sure what it'd do if it realizes that it has to cross water, but can't get a transport built.
The map reminds me of an AoE mission map called... the Year of the Three Emperors? Four Emperors? I don't remember... _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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