On Wed, 05 Mar 2014 07:04:50 +0100
Michael Vehrs <michael.bursc...@gmx.de> wrote:
> All right, then. Let the players use everything implemented and complain 
> about what is still lacking. What, no Southern Cross? What, no _Southern 
> Cross_ (confederate flag, fimbriated saltire with stars)?

:-).  I will ask my US-southern-resident in-laws what they think.  Or
perhaps not.

>[multi-tiling]
> In order to do this properly, we probably need to figure out how to 
> define virtual tiles that span more than one image, however. Something 
> like this might do:
> 
> <tiles terrain="plains">
>    <tile image="random_tile.png" />
>    <virtual-tile x="3" y="2">
>      <tile image="top_left_tile.png" />
>      <tile image="top_center_tile.png" />
>      ...
>    </virtual-tile>
> </tiles>
> 
> The map generator might then scan the map for regions of identical tile 
> types large enough to place a virtual tile before filling up the rest 
> with random tile variants.

I looked at a random map, and I would be surprised if there are many 2x2
land tiles groups with the same type, other than in mountain ranges.  Would
we be better off teaching the map generator to generate larger uniform
regions?


Meanwhile, the release show stopper list is nearly empty.  I have a bunch
of "stupid AI tricks" to investigate, but only intend to fix them
immediately where simple.  The only real blocker left is production
display breakage which I am leaving until last.  However, if you happen to
have a free moment:-), I am baffled by the graphics issue in BR#2580, which
would be nice to have fixed. 

Cheers,
Mike Pope


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