Hah, yes I saw that discussion just a few moments ago. I was about to try it myself. A timely post Hallow; saved me some time.
EDIT: call me stubborn but I tried it anyway. I replaced mordor.tga and mordor2.tga with two grassy looking ones in data\terrain\aerial_map\ground_types. Instant green! This is in a loaded save game, without deleting map.rwm either.
I expect the ground will still be black in battles.
Last edited by Withwnar; January 10, 2012 at 03:06 AM.
To my knowledge the TGA switch could not be triggered by anything in game. You would need to exit, run some kind of BAT file then reload.
There is also a green tinge outside of the mountains which looks odd, especially up against deserts.
But at least it is save game compatible.
It also wouldn't be possible to change mordor's terrain to "grassland", would it?
An event could be made a few turns after destroying mordor (maybe 10-15 turns?) saying "mordor recovered" or something, perhaps with a nice video or something, and some instructions on what to do to change the terrain, though there's nothing preventing you from changing it from the start.
I don't know much about mapping but changing the terrain might not be save game compatible, no.
I always thought Mordor is black because of an active volcano here. Not because it's "Evil" territory.
That would make even less sense- Nurn was the most fertile part of Mordor, and would likely remain so due to the availability of water. Besides, Nurn isn't the only region which has bordering mountains that would become green- seem to remember the region east of barad dur would too.
You know volcanic grounds are some of the most fertile grounds so it's total bullocks there is nothing there
Yeah it looks weird seeing all that green and then suddenly black mountains, and then another small patch of green afterwards...
If one can't change the mountains, (and green mountains would look odd too) then I'd prefer having only green patches of land around the settlements (the way they are distributed inside Mordor would pretty much cover almost all of the land anyway). It even reinforces the idea that the green is "growing" as the land is being healed...
As one user said, an opposite effect could also be used for the orc (I was going to say "evil", but then reminded we don't want scorched Harad or Rhun...) factions enabling them to "corrupt" the land.
If it is indeed done in such way, you could incorporate the effect in the Culture Bonus line of buildings... That way the higher the level of the building, the larger the patch of green/scorch it would spread around the settlement (If I recall correctly this is how the farm effect worked... The higher level the farm, the larger the "farmed" patch around the settlement). And if the opposing faction took back the settlement, the green/scorch would go away because culture buildings are destroyed when the settlement is lost to another faction! Quite an elegant solution... IF, of course, we can make it work ^^
Anyway kudos to all those who are trying their best!
Bump^^