The Mercurian Empire
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Old World to the New: Explaining the Exodus.
http://hermertia.com/viewtopic.php?f=9&t=771
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Author:  The Regent [ July 12th, 2016, 4:10 pm ]
Post subject:  Re: Old World to the New: Explaining the Exodus.

*to throw in some controversy:

What if we set our current borders as the last land of the new world.. we could always add new lands (through portals like the old world). This helps with performance in mapping.

And... .... ........ this could lead to interesting new politics as space becomes relatively more limited in the coming centuries..

Author:  Cerdic Accynnafon [ July 12th, 2016, 4:11 pm ]
Post subject:  Re: Old World to the New: Explaining the Exodus.

The Regent wrote:
*to throw in some controversy:

What if we set our current borders as the last land of the new world.. we could always add new lands (through portals like the old world). This helps with performance in mapping.

And... .... ........ this could lead to interesting new politics as space becomes relatively more limited in the coming centuries..


I don't' think we have to worry about land to put people. There are still 5 kingdoms that are mostly empty, and despite being the most independent Count, the Council should be less free with letting Counts go independent in the future.

Author:  The Regent [ July 12th, 2016, 4:13 pm ]
Post subject:  Re: Old World to the New: Explaining the Exodus.

I tend to agree. I think it's a good time to map our outer limits. I recommend some intrepid explorers go out and explore our periphery so we can decide or determine indeed if we are an archipelago or if we are surrounded by inhospitable mountains like the ones that surround the old world and corridor lands. :)

Author:  Joren [ July 12th, 2016, 8:08 pm ]
Post subject:  Re: Old World to the New: Explaining the Exodus.

Is there a way we can set boarders so that they end approximately where we've been drawing our lore maps? It would be tough to map literally everything if we were going to, for example, stop allowing new chunks to render even within mapped boarders.

Author:  Petra Ravnikaar [ July 12th, 2016, 11:26 pm ]
Post subject:  Re: Old World to the New: Explaining the Exodus.

Thats an interesting idea Regent, with regards to the map and the oceans. I'm willing to entertain it. Allows for future DLC expansions so to speak. Pretty cool.

Author:  The Regent [ July 13th, 2016, 7:08 am ]
Post subject:  Re: Old World to the New: Explaining the Exodus.

The easiest way, sadly, is to give someone fly and let them spend a few hours circumnavigating our periphery using a predetermined path set by keeping amidst etc open. E.g., we draw out the lines we want ahead of time and have that person fly that.

Else, all other plugins are either perfect circles and squares, or, require manual placement in game anyway I believe. Although things might have evolved since I last explored options.

Author:  Cerdic Accynnafon [ July 13th, 2016, 2:47 pm ]
Post subject:  Re: Old World to the New: Explaining the Exodus.

Shouldn't we only generate borders where we have to? That would be greatly increasing the map file size.

Author:  The Regent [ July 13th, 2016, 2:56 pm ]
Post subject:  Re: Old World to the New: Explaining the Exodus.

True. I guess that exposes two philosophies: leave 'knowing for sure if we are an archepaelgo or a land of inland seas' to our future discoveries, or set out expeditions to find out now.

Author:  The Chairman [ July 13th, 2016, 10:18 pm ]
Post subject:  Re: Old World to the New: Explaining the Exodus.

I say we can wait to load in our edges. Let's not make the world file big if we don't have to. As people extend out to the edges of our world, we can paint in mountains or oceans to define an edge. I agree that our current world size is sufficient, though.

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