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Posted: 21 Mar 2006 00:38
by richk67
More pics from same generation. Plus scenario (r3993).
Posted: 21 Mar 2006 10:00
by AlienDNA
Absolutely incredible.
In this form I'd say it is already more than able to be incorporated into the svn. These lands look masterfull. Can't wait to play with this generator!
Good work, really good work. I'm keeping my eyes firmly fixed on this thread!
Posted: 21 Mar 2006 19:26
by Ben_Robbins_
This is seriously awesum. The realism of the lakes/sea areas rocks. With the water high with the roughest most mountainouse land, its so tricky. Good Stuff.
Posted: 21 Mar 2006 20:25
by RMJ
Good say. Very nice work. You can really make some beatifull landscapes thats also awesome to play.. really nice

Good job!
Posted: 28 Mar 2006 22:31
by richk67
Patch updated.
Posted: 29 Mar 2006 07:34
by AlienDNA
Alright, then I humbly request another compiled win32 exe, so we can all test.
Thanks in advance!
Posted: 29 Mar 2006 09:10
by richk67
AlienDNA wrote:Alright, then I humbly request another compiled win32 exe, so we can all test.
Thanks in advance!
Yup. I just didnt have time last night.
Posted: 30 Mar 2006 08:27
by AlienDNA
Ooh, and if it could be compiled against the latest nightly, I'd be delighted. I noticed electrified railways implemented! And I can't load savegames or scenarios from old versions, because a while back they changed something in the savegames... That's why I'd like it with the new nightly

Posted: 24 Apr 2006 03:12
by BoominGranny
Just a suggestion - hit me if im jumping the gun here (ie. you already were planning this but you have a life and havn't had the hours to code it yet)
Would it be possible to extend TerraGenesis Perlin so:
1) Ability to generate an "islands" map type. so almost every city was on its own island??
2) to the current window - add starting date, add number of trees (ie tree groups aka forests but i intentionally didn't use that word), add number of towns, number of industry's per town, max number of industry's per each industry type.
Also city size - i imagine this in 4 dropdown boxes eg:
[1 city size] [2 quantity]
[3 city size] [4 quantity]
City size types - small citys, medium citys, large citys, huge citys
quantities - none, very low, low, medium, high
(This way you could generate citys the way another forum user here wanted - ie several huge citys and lots of little towns)
The above would still work if you wanted to just generate land, you could just set citys to none.
It would also ensure you get your game just the way you like it without going into the patches window to set the year, then difficulty window to set the number of towns etc...
Also (i am using mini intergated r4562)
i noticed that it sometimes produces radio transmitters and lighthouses really close together (see attached pictures) could you add a min distance to one another?
Posted: 26 Apr 2006 04:52
by Hairysteed
Might be difficult, but perhaps make the lighthouses appear on peninsulas, islands and areas where land tends to protrude seawards.
Posted: 26 Apr 2006 10:21
by Brianetta
Hairysteed wrote:Might be difficult, but perhaps make the lighthouses appear on peninsulas, islands and areas where land tends to protrude seawards.
Or on small islands off-shore.
Posted: 26 Apr 2006 12:22
by richk67
Brianetta wrote:Hairysteed wrote:Might be difficult, but perhaps make the lighthouses appear on peninsulas, islands and areas where land tends to protrude seawards.
Or on small islands off-shore.
Yes, there is something odd about both the transmitter and lighthouse placing. But what is weird, is I havent touched it!
There is a minimum distance between transmitters; it is a tile-walk-path of 14. It should be bigger IMO, but I also want to add code to say that a transmitter should only be placed on a hill if 50% of the land within 3 squares is lower than its tile. (Should bias it to place transmitters on hilltops).
Similarly I want to bias lighthouses to only place if 70% of the tiles within 5 tiles are water. This should bias it to headlands that stick out, since a lighthouse on the edge of a straight shore should have 50% land. To be more than 50% implies it should be a headland of some sort (or island).
On a similar vein, I am a little disappointed with how often towns are built just outside the reach of shipping. I may introduce a bias to the town placement that if there is any water within 10 tiles, it moves the town centre to within 3 tiles of the water's edge.
Posted: 26 Apr 2006 20:09
by Loop
richk67 wrote:On a similar vein, I am a little disappointed with how often towns are built just outside the reach of shipping. I may introduce a bias to the town placement that if there is any water within 10 tiles, it moves the town centre to within 3 tiles of the water's edge.
This is a very, very good idea. And a realistic one! Most of the towns were built near some kind of water basins - mostly rivers, but also lakes, ponds etc. And also, when there was a sea/ocean (

) nearby, it was better to build the settlement there (fish, trade).
Posted: 28 Apr 2006 00:08
by richk67
Here is something a little different - TGP with temperate snow.
Its a combination of the TGP patch (r4600) and the Snow In Temperate patch (r4601). Snow in Temperate works properly; it isnt just the graphics. Towns above the snowline need food to grow, tree types adjust to the snow line. Forests use the different snow/temp graphics dependent on the snowline, and some other industries have snowy ground tiles where needed.
Posted: 28 Apr 2006 06:54
by Brianetta
Where does one find food in a temperate climate game?
Posted: 28 Apr 2006 06:56
by sidew
That is my dream...
Many thanks, richk!
I'll update my italian town patch to latest revision and i'll try combining both...
Posted: 28 Apr 2006 07:40
by AlienDNA
Brianetta wrote:Where does one find food in a temperate climate game?
A valid question indeed. Perhaps it is time to make some work of new industries, so this excellent feature can be implemented.
Posted: 28 Apr 2006 08:46
by Jango
i personally would like to see all the industries in the original game (baring toyland) and maybe all the vehicles too, all within the temperate climate - maybe even with some desert

Posted: 28 Apr 2006 09:15
by richk67
Brianetta wrote:Where does one find food in a temperate climate game?
Oops... oh yeah! Until we get industries in any climate, I'd better remove that bit! Dunno what came over me!
Posted: 28 Apr 2006 09:17
by richk67
Jango wrote:i personally would like to see all the industries in the original game (baring toyland) and maybe all the vehicles too, all within the temperate climate - maybe even with some desert

Unfortunately desert and snow are mutual exclusive.