Relax
Changing country colour = changing one value in .txt file
(at least it was the case in Vic).
Changing country colour = changing one value in .txt file
(at least it was the case in Vic).
Relax![]()
Changing country colour = changing one value in .txt file
(at least it was the case in Vic).
color = { 20 50 210 }
For someone who still plays eu2 and vic1 it still looks like LEGO Universalis.I'll say it again, the map is developing beyond my wildest expectations in terms of how it looks. Really, I knew the base map was solid, but with all the other layers done and merged together to make the whole map experience for the game, simply stunning in look.
F*king A.
I know it's been mentioned that the colours are easily modded, but one hopes not to have the impression that the developers judgement was ever in need of correction in the first place.
From hereyeah colors are very moddable. we havent really gone over them properly yet and I think most are just copied straight over from HoI3 files to have something to work with, so dont worry too much about color choices yet.
EDIT2: Something I thought of, how was the set-up in Belgium established, and why was it kept even with VIP?
For someone who still plays eu2 and vic1 it still looks like LEGO Universalis.
.
Not an expert on the history of the region, but I assumed it was based on territories under direct Dutch military control at the time the game started.
Again not 100% sure on that but that is my theory.
[...]purely cosmetic and having no affect on gameplay whatsoever so long as two nations of the same color are not bordering each other[...]
If the tradeoff for "lego universe" is a much, much, much, much, much, (did I say much) easier ability for the individual to mod the map post-commercial release than the near absolute nightmare of modding the map in V1 and other pre-Clausewitz games, I'd prefer the slightly blocky maps myself.
Eventually, computing power will grow enough to allow graphics cards to handle maps much bigger than what the Clausewitz engine supports, so that there are more pixels to play with, which in the end is the key to creating smoother borders and coastlines. The HoI3 engine supports maps of 5160x2180 pixels approximately, much bigger and even the best current graphics cards have fits. Hopefully we'll see graphics cards with 2-4 times the dedicated memory of the current generation cards, which should allow for maps closer in size to the current Clio map (29500x15000 pixels approx) to be used. But technology isn't quite there yet.
The TW series has world maps that blow the Clausewitz engine's maps out of the water, I don't see how the technology isn't there already.
The TW series has world maps that blow the Clausewitz engine's maps out of the water, I don't see how the technology isn't there already.
Don't TW maps have about 5 provinces?
The TW series has world maps that blow the Clausewitz engine's maps out of the water, I don't see how the technology isn't there already.
They have fewer provinces but you can move within them and have combat at various points.