![]() ![]() Tropical has a special feature to ensure that some areas are desert. When you are happy with the terrain in the Scenario Editor, nip back to the main menu, and start a New Game with those terrain parameters. The great thing about this in the Scenario Editor, is that you can keep the same random terrain but try it in SubArctic, Tropical, Toyland, etc. I also include the Landscape type selection, and the map size dropdowns on the Landscape Generation screen. This sets how much variation you will have from little variation, to many smaller variations. Again, the Perlin noise generator may give you a massive ocean on "Very Low", or a mountainous plateau with no water on "High" (unlikely). This raises or lowers the apparent sea level, and re-scales the land to match. If this is the case, try a different random seed. Due to the way the Perlin noise is created, you may have a flat area for your mountainous terrain. This sets the maximum amplitude permitted. You can enter this directly, or press the "Random" button to get a new one. Random seed: TGP terrains are not truly random - but use a random seed between 0.65535. ![]() The terrain generation works off 4 main variables: I havent tried starting a new network game with it, but it should work there as well. TerraGenesisP works in the Scenario Editor and the main "New Game" selection. There is a new switch panel in the Configure Patches for "Terrain", letting you switch between the original and new terrain generator. ![]() It creates some really lovely terrains, and is a complete replacement for the current terrain generator. Here is the TerraGenesis patch with Perlin noise. ![]()
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