cassembler
Jan 25, 2002, 11:34 AM
Ayyyyyyyyy YAHHHH!!!!
The best looking roads ever.
Here dey iz:
The best looking roads ever.
Here dey iz:
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View Full Version : Graphic: Thin Brown Roads cassembler Jan 25, 2002, 11:34 AM Ayyyyyyyyy YAHHHH!!!! The best looking roads ever. Here dey iz: cassembler Jan 25, 2002, 11:35 AM A screenshot: cassembler Jan 25, 2002, 07:28 PM Errr... uhhh... Someone posing as me must have uh... posted this in the [obviously] wrong section. I'd appreciate it if justice was served and this thread was moved to the graphics area. Thanks Mack the Knife Jan 28, 2002, 08:30 PM sorry you have to talk to yourself (:D) but i'll chime in. this is what i've been waiting for! why it has taken so long to get a map with roads that don't look like a monkey with diarrhea waddled across it is beyond me. those curly-q, go everywhere, thick, crapbrown roads have got to be the ugliest game graphic i've ever seen. thank you cassembler. at least now i'll die not just a rich old fart, but a happy, rich old fart. cassembler Jan 29, 2002, 01:34 PM Actually, there's another .pcx file in the art dirrectory titled "fatroads.pcx" that resembles something I saw about 5 hours after some good steak... They are, indeed, very fat... Glad to help. dsr Feb 16, 2003, 02:12 PM I like these, thanks. Supa Feb 16, 2003, 04:11 PM Nice :) trevor Feb 16, 2003, 05:20 PM Hey, cassembler, could you do a gray verison of these for that new ACW scenario; I think the person making (name escapes me) it doesn't like the unlimited movement so they're using brown roads as railroads. Thanks cassembler Feb 23, 2003, 05:19 PM Well, I think there's a grey version at Apolyton, but he'll probably need a black one. I had almost forgotten about these files. I'll see what I can do, should take me all of 10 seconds. Camber May 13, 2004, 01:39 PM I'm sorry, I know it isn't kosher to revive old threads. But I can't locate the gray roads mod to which you refer. Is it perhaps embedded in a terrain mod? Quinn Dexter May 15, 2004, 09:22 AM Hi Here are the thin grey roads you where looking for. Camber May 17, 2004, 06:20 PM Thanks, but I don't see them. Am I missing something? An "emperor's new clothes" effect? Only those who are competent and worthy to use the board can see the thin grey roads! Quinn Dexter May 18, 2004, 03:20 PM Ok... Trying again, don't know what when wrong it uploaded the file then came up with an error? lets hope it works this time! Quinn Dexter May 18, 2004, 03:24 PM I use the thin brown roads as well... roads, and the thin grey roads as Imperial roads in my mod the same as railroads. It just looks a lot neater, cleaner terrain. unscratchedfoot May 18, 2004, 10:46 PM So now instead of roads looking like monkey diahrrea, they look like guppy turds ;) What are 'imperial roads'? Never heard of it. I just get rid of railroads completely when I play because teleportation hasn't been invented yet. Camber May 19, 2004, 03:36 PM True, there is not yet teleportation. But currently we do have the technology to travel across an entire continent in less than a year. If you think about it, that is what the railroads do. Because most of the turns in this game are equal to a year or more (as much as fifty). How long would it take you to travel from Europe to China by rail in 2004? If it is less than 1 year, then the railroads are realistic for the vanilla game. For railroads to be unrealistic, you would probably need to measure your turns in days rather than months or years. Thanks for the file, Quinn. I am putting these right to work. unscratchedfoot May 19, 2004, 04:27 PM True, there is not yet teleportation. But currently we do have the technology to travel across an entire continent in less than a year. If you think about it, that is what the railroads do. Because most of the turns in this game are equal to a year or more (as much as fifty). How long would it take you to travel from Europe to China by rail in 2004? If it is less than 1 year, then the railroads are realistic for the vanilla game. For railroads to be unrealistic, you would probably need to measure your turns in days rather than months or years. Camber, this is the same lame argument used by all instant mover supporters. The time of each turn is for the purpose of city populations, not unit movements. Going by your logic Camber, the settler and warrior you start the game with in 4000 B.C. should 'realistically' have the following movement: 50 years (one turn) x 30 movement points (the distance one could reasonably walk in one year given the lack of roads at the time = 1500 movement points per turn, enough to walk back and forth across an undeveloped continent about a dozen times in one turn. Did you mod your game to give settlers and warriors 1500 movement? It's "realistic". Say no to teleportation which negates all strategy in the game. Quinn Dexter May 20, 2004, 06:58 PM unscratchedfoot I agree Say no to teleportation which negates MOST strategy in the game. I wish we could mod this instant movement. |
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