We have finally received the sacred grail (in its binary form). Praise chadz, real work starts
NOW!First on the fix list is :
- remove invisibility of crates (between 10 000 and 100 000 crates)
- check fief reset cost effects (heard reports of problems)
- remove PP cost difference between old and new strategus (its cheaper on the old interface than on the new)
- check PP/prosperity functions (PP not accumulating regularly and prosperity being broken)
-
rework strategus map to remove the stuck zone and re-spawn anyone stuckI'm gonna develop on the bold part.
Here is the terrain map mode of strategus (EU side and a part only for size reason).
The black parts are the impassable cliffs, the only impassable terrain (with river and ocean).
The region behind the cliffs on the steppe border are going to be filled entirely in cliffs so that it is impossible to spawn here. The spawning system works in a way where players are randomly placed on the map, if they are on any impassible terrain (cliff, river, ocean) their position is randomly changed until their coordinates is placed on a passable terrain, they then spawn. Having full cliffs regions guarantee no respawns in these regions.
Now for some non-technical good stuff, I am heavily interested in totally re-drawing the Calradia terrain map mode (and possibly use a different normal map model).
What it means is that I can change where forests, hills, etc are; what do they do and how do the map illustrate them.Three things seems extremely important to me:
- making the terrain map mode more
"pixel perfect" with the normal map (less pixel per pixel incoherence, better navigation and feel of the land)
- adding more impassable terrain in the mountainous area (rhodok, sarranid, khergit and the praven-tihr mountains) to
create strategical pathways and choke points- adding/modifying terrain type:
this is the most exciting stuff, stick to your hats gents* add roads connecting cities (network to be specified, but it would feel its way between the hills and forests and go for the most cost/efficient route, AKA realism)
* remove bridges and replace it with river passes (roads are going to replace the bridges really, but there is a couple passages on the rivers where there will be no roads = river pass)
* make ocean passable and thus add boats (will have to add cliffs a bit everywhere on the coast to make passing on the ocean possible only in certain crucial positions)
* modify speed/visibility on some terrain type to make everything work together
Do you think any of this is a good idea? Do you have others that might fit into this "map" rework? Please share.