One of the reasons decorative rocks were restricted from the hills was because they don't align to the terrain. This means that they often appear to be floating. That's a feature that needs to be re-implemented from the first simulation.
In Sim1 this was done in the entity. I'd like to instead do this in the actor, perhaps with a checkbox for simple terrain conformity. Perhaps more complete terrain conformity will need to be done in entities, I don't know. But it seems like overkill to require an entity be made for simple decorative things like rocks.
I changed the orientation of the buildings so they all face bottom right corner. (If you want the civic centres to all to face the center island comment out line 236 in islands.js that is //angletemple = 0.75*PI;). I made a few other changes inluding:
I also cleaned up the code a little bit. I have attached the new files below.
- adding some blending to the edges of the shrub patches.
- more decorative stones.
- removed the restrictions that straggler trees and decorative stones couldn't be on hills.
- allow straggler trees to grow closer to the shore and water
- whales generate further away from islands
- added more bumps
I took a look in Atlas. Very nice! Some comments (the first two aren't aimed at you):
-- We really need some dialog or something to tell us that the Map Script was "working." It took a while to generate the map and I thought Atlas had frozen or something.
-- We also really need a way to choose the number of players before generating the map in Atlas.
-- I think the grass areas can be less mixed.
-- Check out the map "Cycladic Archipelago III" for some ideas on how islands can look, specifically terrain blending, the terrains I picked, the trees I used, and how cliffs can look. Check out the map "Sicilia" for more ideas on how cliffs and beaches can look.
-- I made a new tree-type, "Cretan Date Palm" which would go great with your islands (there are three varieties for your pleasure, clump, short, tall). Check them out.
-- Need some more underwater terrain blending, specifically the black terrain for really deep water.
-- If you break up the large center island into a couple of smaller islands, I don't see why we couldn't use your script as the "official" Cycladic Archipelago random map in the next release.