Terrain highlight mode
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My idea is to add in a way of highlighting various terrain types on the map.
Similar to how territories are highlighted based on ownership, the colour could be specified or ommitted from the map.properties file and their would be a simple in game way of selecting which terrain you want highlighted.
This would obviously have varying degrees of usefulness depending on the map (not so much in base axi&allies) but it could potentially be useful to some players and theres terrain map modes in other strategy games.
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@Zaroph do you have any specific maps in mind where this would be particularly useful?
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@Zaroph You mean like the special colour currently given to all "impassable" territories, which makes you unable to see ownership colours completely (I'm assuming this behaviour exists only on the (wrong) assumption that all impassable territories are non-owned (that is, owned by the "Neutral" (null) player)).
How would you deal with the fact that, differently from ownership, you can have an unlimited number of effects per territory?
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do you have any specific maps in mind where this would be particularly useful?
Any map that uses territory effects with combat like the large middle earth map. Terrain map modes in games are useful for a quick visual glance for planning out moves in games (certain tripleA maps and other games) where terrain influences combat.
@Zaroph You mean like the special colour currently given to all "impassable" territories, which makes you unable to see ownership colours completely (I'm assuming this behaviour exists only on the (wrong) assumption that all impassable territories are non-owned (that is, owned by the "Neutral" (null) player)).
How would you deal with the fact that, differently from ownership, you can have an unlimited number of effects per territory?
Yeah thats what I mean, like a simple example would be making all sea/water territories blue and all mountain territories some sort of dull grey or brown colour.
From what I see, if you have 2+ effects in a territory they will be ordered in the game according to the order youve specified in the xml. So I imagine the most simple way of doing it would be to just take the first effect and use that.