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  1. #1
    Asia ton Barbaron mapper Member Pharnakes's Avatar
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    Smile Re: Trees & Vegetation

    My problem with the vanilla trees is not the size, although they are too big, if maybe not by much, but it is mainly the complete lack of variation, and the density of the trees. Natural woodland, (or atleast broadleaf woodland) is fairly open, and the vannila rome barbarian forests to me look more like a horribly scaled up sitca spruce plantation than anything else.
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  2. #2
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Trees & Vegetation

    Yeah, the size isnt really an issue, but the uniformity is to some extent. There should be a lot more variation in shape and a bit of variation in size (not too much, old growth forest tends to kill off most of the non-moss/fungus vegetation on the forest floor, blocks out all the light) and some dead trees too. Still, EB isn't exactly swimming in 3D artist, and it would make loading times and battle speed even slower.
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  3. #3
    Ming the Merciless is my idol Senior Member Watchman's Avatar
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    Default Re: Trees & Vegetation

    Plus, I understand most of the time the big trees weren't much of a problem for movement. It was the tangled undergrowth plus all the dead branches and so on littering the ground that made the forests such a total pain to move through - which alas the RTW forests don't really show much.
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  4. #4
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Trees & Vegetation

    In a really old growth forest there tends to not be too much undergrowth, but there are a lot of dead branches and trunks littering the group, covered in fungus and moss.
    History is for the future not the past. The dead don't read.


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  5. #5

    Default Re: Trees & Vegetation

    I had to resort to a non-English wikipedia, but found a picture that can illustrate some of the problems organized formations would have had moving through woods in ancient time.

    http://da.wikipedia.org/wiki/Billede:Naturskov.JPG
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