Cpt Krunch
New member
Hello all,
I havent made any requests or suggestions before now, because most of the mods Ive made maps for in the past have their own dream lists of things they would like to see. Ive been making and releasing customized vanilla and entirely custom hand made type maps since around A17 (17 is still my favorite version for making nice looking maps!). In that time, obviously things have evolved considerably.
For a time I used Nitrogen to make maps, it introduced me to the concept of masking (ie place a pixel in a file where you want a town or city and presto). This was great because I could add a png file height map, then tell Nitro where to place the big things like towns and cities. The major downside to this was having to update the POI tables whenever a Vanilla update made changes, which usually led to either missing or duplicate POIs and a ton of xml work. The other big downside was that while it created Wilderness roadways, they were faaar from perfect and needed manual editing. Still I always felt like it was a step in the right direction vs the various early iterations of the Vanilla preview gen style of making maps.
When Nitro stopped getting updates, I ended up meeting up and more or less working for KingSlayer as a tester for his newer map gen tool, KingGen. A lot different than Nitro and with a ton more features added, King's focus IMO was on making better quality terrain while also using his own POI tag system in conjunction with the pre tile Vanilla tagging for biome and multi layered zoning. My focus as before was the ability to place everything where i wanted, as well as build out custom POI sets i could drop anywhere and include or exclude POIs from. By the end of A19, we really achieved all of the initial things that we set out to accomplish, but it was very short lived, as we didnt finish until 19.3. When A20 dropped with tiles that was that for the main generator pieces for KG. King got busy and I still update just for few ppl who still make stuff with it. Its still useful for the tools we built in and for terrain previews, but no bueno for using tiles.
While Pille was working on the early versions of Teragon generator, I spent a good deal of time getting better at using Vanilla made prefabs.xmls and then creating height maps around those, and then eventually planning out and hand placing tiles for cities tailored to the terrain i created. Between 19 and 21, the World Editor got a lot faster and cleaner to use. I found myself able to lay down tile areas very quickly and really get exactly what i was going for. (Hats off to TFP for both the tiles and the new POIs, these are extremely well made).
The only real obstacle left I feel at this point is having to manually place POIs into tiles once the tiles are down. The World Editor is really much improved from previous versions, though that might not be immediately apparent to someone not familiar with how it works. The facing arrows are a great addition, but placing everything into multiple tiles, plus losing out on the random parts for the tiles, the end results are still pretty great, but not complete, and still very time consuming.
My Pimp Dream feature here would be for the addition of a UI button/command to populate a selected tile in the same manner the tile would be generated using Vanilla placement rules. Its really the last piece for players to be able to build out really nice towns and cites without hours of hand placing and re rotating backwards pieces etc. I thought this might also be useful for custom POIs for custom tiles, but normal Vanilla RWG tiles will use custom POIs already, so it might be redundant.
Anyway, would love something like this as the game move towards Gold. I think players would use this feature a lot as well. Thanks for everything you guys have done and are still working on, the last 2 versions really look incredible.
Cheers,
Krunch

I havent made any requests or suggestions before now, because most of the mods Ive made maps for in the past have their own dream lists of things they would like to see. Ive been making and releasing customized vanilla and entirely custom hand made type maps since around A17 (17 is still my favorite version for making nice looking maps!). In that time, obviously things have evolved considerably.
For a time I used Nitrogen to make maps, it introduced me to the concept of masking (ie place a pixel in a file where you want a town or city and presto). This was great because I could add a png file height map, then tell Nitro where to place the big things like towns and cities. The major downside to this was having to update the POI tables whenever a Vanilla update made changes, which usually led to either missing or duplicate POIs and a ton of xml work. The other big downside was that while it created Wilderness roadways, they were faaar from perfect and needed manual editing. Still I always felt like it was a step in the right direction vs the various early iterations of the Vanilla preview gen style of making maps.
When Nitro stopped getting updates, I ended up meeting up and more or less working for KingSlayer as a tester for his newer map gen tool, KingGen. A lot different than Nitro and with a ton more features added, King's focus IMO was on making better quality terrain while also using his own POI tag system in conjunction with the pre tile Vanilla tagging for biome and multi layered zoning. My focus as before was the ability to place everything where i wanted, as well as build out custom POI sets i could drop anywhere and include or exclude POIs from. By the end of A19, we really achieved all of the initial things that we set out to accomplish, but it was very short lived, as we didnt finish until 19.3. When A20 dropped with tiles that was that for the main generator pieces for KG. King got busy and I still update just for few ppl who still make stuff with it. Its still useful for the tools we built in and for terrain previews, but no bueno for using tiles.
While Pille was working on the early versions of Teragon generator, I spent a good deal of time getting better at using Vanilla made prefabs.xmls and then creating height maps around those, and then eventually planning out and hand placing tiles for cities tailored to the terrain i created. Between 19 and 21, the World Editor got a lot faster and cleaner to use. I found myself able to lay down tile areas very quickly and really get exactly what i was going for. (Hats off to TFP for both the tiles and the new POIs, these are extremely well made).
The only real obstacle left I feel at this point is having to manually place POIs into tiles once the tiles are down. The World Editor is really much improved from previous versions, though that might not be immediately apparent to someone not familiar with how it works. The facing arrows are a great addition, but placing everything into multiple tiles, plus losing out on the random parts for the tiles, the end results are still pretty great, but not complete, and still very time consuming.
My Pimp Dream feature here would be for the addition of a UI button/command to populate a selected tile in the same manner the tile would be generated using Vanilla placement rules. Its really the last piece for players to be able to build out really nice towns and cites without hours of hand placing and re rotating backwards pieces etc. I thought this might also be useful for custom POIs for custom tiles, but normal Vanilla RWG tiles will use custom POIs already, so it might be redundant.
Anyway, would love something like this as the game move towards Gold. I think players would use this feature a lot as well. Thanks for everything you guys have done and are still working on, the last 2 versions really look incredible.
Cheers,
Krunch
