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Old November 24, 2004, 19:15   #61
AlanH
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But the underlying terrain is the same in all Dianthus' situations. This is what I saw. There seems to be a random element coming into the selection of the overlay icon.

[edit] Or are you saying that the plains icons in a pure plains underlay are actually different icons?

Last edited by AlanH; November 24, 2004 at 19:24.
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Old November 24, 2004, 20:38   #62
Legend
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Yes. There are 16 distinct "all grassland" icons/tiles, and I think there are quite a few "all Plains" ones (maybe even using tiles from different files). Marking them with numbers, and with different colours for different files really makes it easy to tell!

I did a few tests:

Any hill not connected to another hill is always icon "0".

Two hills north-west/south-east are MOSTLY 2 and 8 (IIRC, verify later), and two North-East / South-West are MOSTLY (can't remember). However, there are certain situations where the two hills are both "0" (not 'joined'). This happens on certain combinations of underlying tiles. You get similar behaviour for three joined tiles.
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Old December 22, 2004, 01:52   #63
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For the "which icon to use" questions, I wonder if the x/y coordinates of the square come into it? As a programmer, if I wanted the appearance of a random distribution but wanted it repeatabile so the same map always looks the same, I'd hash the x/y somehow to come up with an icon index.
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Old March 12, 2005, 16:07   #64
AlanH
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Some BIQ questions/possible updates
The TECH data structure shows a length of 104. The byte count for the listed structure adds up to 108. 104 is the correct length for vanilla, and probably for PtW, but a C3C version 1.22 file I'm checking has a length value of 112. There appear to be two extra LONGs on the end, not just the one for flavours that's listed.

Anyone else seen this? Or is it just me?
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Old March 12, 2005, 17:36   #65
Legend
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Yes - I see two. I don't know what one of them is (I mark it as "unknown", but the other is "Flavour".
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