I’m frequently amazed at how half-assed the modability of RoN is. Nevertheless, I’ve been continuing to work on the new mapstyles. The count so far is 5, but I’m not totally in love with the Wasteland style. I changed it a bit and added Wasteland2, though, which is totally bitchin. I’m not out of ideas yet, just don’t have the time to test and build all the styles. But here is a collage of the 3 newest styles I’ve done: The aforementioned Wasteland2 (each player is surrounded by mountains and the only trees are inside of this wall of mountians), Sea Wall (just about the best you can do with cliffs and water, based on “East meets West”), and Black Forest (based on the AoK style by the same name; besides player and random clearings, there are only trees with very tight, maze-like paths). Anyways, check out the screenshot for a better idea.
I’ve also been working on my Uber Resources mod again. Following a tip from someone in the community, I’ve begun perfecting methods to include the T&P CTW rares in games. The part that sucks is that the rares have to be included in every mapstyle 😕 . Although I was told they could be added to the default style, I found this to not work. The only thing that really sucks ass is making graphics for the new rares. As far as I know, there’s no way to include animated models for the animal resources (huskies, cattle), so they’ll have to be static. I was almost done with an olive orchard the other day for olive oil but then fucking psp crashed 😡 😡 😡 and I didn’t have the autosave option on. I was so fucking pissed. There were a dozen layers of work that I totally lost. GRRR. I’ll redo the entire thing some other time. Here’s a screenshot of the gold rare, though.
And Marcus and I blogged. Enjoy.