View Full Version : Buildings and Wonder Design
Duke van Frost Jun 14, 2006, 11:22 AM First, the list for Buildings:
Academy:
+4 Culture
+50% Research
Great Scientist action
Alchemist Laboratory:
cost 150
Tech Alchemy
requires Library
+25% Research
can turn 1 Citizen into Scientist
Aqueduct:
cost 100
Tech Mathematics, Masonry
+2 Health
required to build "The Floating Gardens of Lost Xholankha"
Bank:
cost 200
Tech Banking
+50% commerce
required to build "Wallstreet"
Barracks:
cost 60
new Land Units + 4 Exp.
can turn 2 citizens into Soldiers
required to build "Heroic Epic", "Military Academy"
Blood Bowl Stadium:
cost 120
Tech Construction
+1 Happiness
+1 Happiness per 20% Culture Rate
Castle:
cost 100
Tech Engineering
requires Walls
+1 Culture
50% Defense Bonus (except vs. Gunpowder-based Units)
can turn 1 Citizen into Soldier
Double Production Speed with Stone
Courthouse:
cost 120
Tech Code of Laws
-50% Maintenance
required to build "DragonThrone"
Drydock:
cost 120
Tech Steel
+1 Unhealthiness
Water Units + 4 Exp.
builds Water Units 50% faster
Forge:
cost 120
Tech Metal Casting
+25% Production
+1 Unhealthiness
+1 Happiness from Gems, Gold, Silver
can turn 1 Citizen into Engineer
required to build "Magic Forge", "The Colossus", "Ironworks"
Granary:
cost 60
Tech Pottery
+1 Health from Corn, Rice, Wheat
stores 50% of Food after Citygrowth
Grocer:
cost 150
Tech Guilds, Currency
+25% Commerce
+1 Health from Banana, Spices, Sugar Grapes
can turn 2 Citizens into Merchant
required to build "Slaughterhouse"
Harbor:
cost 80
Tech Compass
+50% from Traderoutes
+1 Health from Clam, Crab, Fish
Hospital:
cost 200
Tech Alchemy
+3 Health
heals Units extra 10% Damage per Turn
Jail:
cost 120
Tech Constitution
-25% War Weariness
Library:
cost 90
Tech Writing
+2 Culture
+25% Research
can turn 2 Citizens into Scientist
required to build "Alchemist Laboratory", "University", "The Great Library", "National Epic"
Lighthouse:
cost 60
Tech Sailing
+1 Food from Water Tiles
required to build "The Great Lighthouse"
Magic Forge:
cost 120
Tech Magic Forging
requires Forge
+25% Production
+1 Unhealthiness
+1 Happiness from Gromril, Ithilmar
can turn 1 Citizen into Engineer
Market:
cost 150
Tech Currency
+25% Commerce
+1 Happiness from Fur, Ivory, Silk, Whale
can turn 2 Citizens into Merchant
Military Academy:
Great General Action
requires Barracks
New Units +3 Exp.
+25% Military Production
Observatory:
cost 150
Tech Astronomy
+25% Research
can turn 1 Citizen into Scientist
Siegeweapons Workshop:
cost 100
Tech Construction
New Siege Weapons +4 Exp.
Slaughterhouse:
cost 150
Tech Animal Husbandry
requires Grocer
+1 Health from Cow, Deer, Pig, Sheep
Tavern:
cost 100
Tech Brewing
+10% Commerce
+1 Happiness from Barley, Grapes
can turn 1 Citizen into Merchant
Theatre:
cost 50
Tech drama
+3 Culture
+1 Happiness from Dye
+1 Happiness per 10% Culture Rate
can turn 2 Citizens into Artists
required to build "Globe Theatre"
University:
cost 200
Tech Education
requires Library
+3 Culture
+25% Research
required to build "Oxford University"
Walls:
cost 50
Tech Masonry
50% Defense Bonus (except vs. Gunpowder-based Units)
double Production Speed with Stone
required to build "Castle"
Watchstone:
cost 30
Tech Mysticism
+1 Culture
required to buil "Isle of the Dead"
Religious Buildings:
Shrines:
cost 80
requires Religion in the City
+1 Culture
+1 Happiness
can turn 1 Citizen into Priest
required to build "Temples"
required to train various Religious Units
Temples:
cost 150
Tech Construction
requires Shrine
requires Religion in the City
+2 Culture
can turn 1 Citizen into Priest
required to train various Religious Units
Cathedrals:
cost 300
requires Religion in the City
requires total of 2 Temples of same Religion in Civ
+50% Culture
+2 Happiness if State Religion
+1 Happiness from Incense
can turn 2 Citizens into Priests
required to buil various Religious Units
Duke van Frost Jun 14, 2006, 11:23 AM The list for the Wonders (most of them still need a new name):
Bugmans Brewery:
cost 300
Tech Brewing
requires Barley
+4 Culture
+2 points for Great Merchant
provides 5 Resources Premium Beer (+1 Happiness)
Double Production Speed with Copper
Griffon Gate:
cost 500
Tech Code of Laws
+6 Culture
+2 points for Great Artist
25% Defense Bonus in all Cities
Double Production Speed with Marble
Hermitage:
cost 300
Tech Nationalism
+1 point for Great Artist
+100% Culture
Double Production Speed with Marble
Heroic Epic:
cost 200
Tech Literature
requires Barracks
requires a Unit of Lvl 4
+4 Culture
+1 point for Great General
+100% Military Unit Production
double Production Speed with Marble
The Great Forge:
cost 700
Tech Steel
+2 Unhealthiness
+1 point for Great Engineer
+50% Production with Coal
+50% Production with Iron
can turn 3 Citizens into Engineer
Isle of the Dead:
cost 120
Tech Elder Magic
+1 point for Great Scientist
can turn 3 Citizens into Scientists
Double Production Speed with Stone
Mark of the Old Ones:
cost 500
Tech Philosophy
+8 Culture
+2 points for Great Prophet
+1 Production from Priests in all Cities
can turn 3 Citizens into Priest
Double Production Speed with Stone
National Epic:
cost 250
Tech Literature
requires Library
+4 Culture
+1 pont for Great Artist
+100% Great People Points
Double Production speed with Marble
Shrine of the Holy Grail:
cost 650
Tech Music
+10 Culture
+2 points for Great Artist
+1 Happiness in all Cities on same Continent
Double Production Speed with Stone
The 8 Colleges of Magic:
cost 400
Tech Education
+4 Culture
+1 point for Great Scientist
+100% Research
can turn 3 Citizens into Scientists
Double Production Speed with Stone
Palace:
cost 160
requires at least 4 Cities
+2 Culture
+1 Happiness
Makes the City the Capital
Reduces Maintenance in nearby Cities
Standing Stones:
cost 120
Tech Default Tech
obsolete with Calendar
+8 Culture
+2 points for Great Prophet
Free Watchstone in every City
Centers World Map
Double Production Speed with Stone
The Black Pyramid:
cost 450
Tech Necromancy
+6 Culture
+2 points for Great Engineer
Double Production Speed with Stone
The Colossus:
cost 250
Tech Metal Casting
requires Forge
obsolete with Astronomy
+6 Culture
+2 points for Great Merchant
All Cities Water Tiles +1 Commerce
Double Production Speed with Copper
The Dragon Throne:
cost 200
requires at least 8 Cities
+4 Culture
+1 point for Great General
Reduces Maintenance in nearby Cities
The Floating Gardens of Lost Xholankha:
cost 300
Tech Mathematics
requires Aqueduct
+6 Culture
+2 points for Great Engineer
+1 Health in all Cities
+1 Population in all Cities
Double Production Speed with Stone
The Great Bastion:
cost 350
Tech Construction
+4 Culture
+2 points for Great Engineer
Free Walls in every City
Double Production Speed with Stone
The Black Library:
cost 350
Tech Literature
requires Library
+8 Culture
+2 points for Great Scientist
+2 Free Scientists
Double Production Speed with Marble
Glittering Tower Lighthouse:
cost 200
Tech Masonry
requires Lighthouse
obsolete with Corporation
+6 Culture
+2 points for Great Merchant
+2 Trade Routes in all Coastal Cities
The Hagia Sophia:
cost 550
Tech Engineering
obsolete with Steam Power
+8 Culture
+2 points for Great Engineer
Workers build Improvements 50% faster
Double Production Speed with Marble
The Grand Cathedral:
cost 400
Tech Polytheism
obsolete with Chemistry
+10 Culture
+2 points for Great Artist
+50% Great People Points in all Cities
Double Production Speed with Marble
The Shrine of Asuryan:
cost 150
Tech Polytheism
+8 Culture
+2 points for Great Prophet
1 Free Technology
Double Production Speed with Marble
Hall of Kings:
cost 600
Tech Elemental Magic
+10 Culture
+2 points for Great Artist
+2 Culture per Specialist in all Cities
Double Production Speed with Marble
The White Tower:
cost 550
Tech Winds of Magic
+8 Culture
+2 points for Great Prophet
+1 Gold from all State Religion Buildings
double Production Speed with Stone
Palace of the Wizard Caliph:
cost 700
Tech Nationalism
+10 Culture
+2 points for Great Artist
starts a Golden Age
double Production Speed with Marble
The Throne of Power:
cost 800
Tech Winds of Magic
+10 Culture
+2 points for Great General
reduces Maintenance in nearby Cities
double Production Speed with Marble
Tristans Theatre:
cost 300
Tech Drama
requires Theatre
requires a total of 4 Theatres in Civ
+6 Culture
+1 point for Great Artist
No Unhappy Citizens in City
can turn 3 Citizens into Artists
Great Bazaar:
cost 600
Tech Corporation
+1 point for Great Merchant
can turn 3 Citizens into Merchants
+100% Gold
Tilean War Academy:
cost 800
Tech Military Tradition
requires a Unit with Lvl 5
+1 point for Great General
New Units +4 Exp.
double Production Speed with Stone
Great Temple of Tlazcotl
cost 800
Tech: Civil Service
+2 points for Great Engineer
-33% Hurry Cost Reduction
double Production Speed with Stone
Bloodweiser Stadium
cost 1200
Tech: Currency
+6 Culture
+5 Gold
+1 point for Great Merchant
provides 3 Resources BloodBowl Tickets (+1 Happiness)
double Production Speed with Stone
Religious Wonders:
Artifacts:
Great Priest Action
requires Holy City
+4 Culture
+1 point for Great Prophet
+1 Gold per City with Religion
spreads Religion
can turn 3 Citizens into Priest
required to train various Religious Units
Duke van Frost Jun 14, 2006, 11:23 AM Here I´ll collect Ideas for renaming the existing Wonders (and buildings maybe also)
These have already been renamed and updated:
Spiral Minaret -> The White Tower
The Great Lighthouse -> Glittering Tower Lighthouse
Oxford University -> 8 Colleges of Magic
Angkor Wat -> Mark of the Old Ones
Globe Theatre -> Tristan's Theatre
Notre Dame -> Shrine of the Holy Grail
The Great Library -> The Black Library
Wall Street -> Great Bazaar
West Point -> The Tilean War Academy
Taj Mahal -> Palace of the Wizard Caliph
Stonehenge -> Standing Stones
The Sistine Chapel -> Hall of the Kings (now uses Parthenon art)
Ironworks -> The Great Forge
The Parthenon -> The Grand Cathedral (now uses Sistine Chapel art)
I still need names for the remaining three:
The Colossus
The Hagia Sophia
Hermitage
Duke van Frost Jun 14, 2006, 11:24 AM And here will be the place for Wonders and Buildings that perhaps will be added to the game.
If you want something to be added to the game please give a description of what it should do (have a look at the two first posts).
Ploeperpengel Jun 14, 2006, 12:19 PM Here's the Griffongate
Psychic_Llamas Jun 15, 2006, 08:58 AM i was doing some reading of my wood elf book and came across these things that would make good wonders. (all found in Athel Loren)
~The tower of the Eternal Wood: (an ecentric spellweaver of the woodelves built it and seeld himself inside. it remains as a mistery.) probably good for science and magic??
~The Oak of Ages: (The giant tree that Ariel and Orion are reborn in ever spring) Extra science and Could make Spellweavers get the imortality promotion from FfH?
~Waterfall Palace: Special wood elf wonder, replaced forbidden palace?
~The Wildwood: builds a dryad every 10 turns?
~Tears of Isha: Units built in this city get the blessed promotion from FfH?
~The Tree of Woe: Makes Drycha (dryad Hero) avaliable. (when heros are implemented)
~The Wild Heath: gives +50% defence to the city, and increases magic use?
~The Vaults of Winter: Lost elven Artifacts (buildings like national wonders) become avaliable to be built in the city?
~The Crystal Mere: not too sure, its a major magic area in Athel loren...
Some other elven wonders i can think of are:
The Underways. free sewer in every city? +1 trade route?
Vauls anvil
the isle of the dead
Shrine of asuryan
Shrine of khaine
The white tower
Glittering ower lighthouse
And other wonder ideas:
The 8 colleges of magic
the 8 colleges of magic n Altdorf:
"There are eight colleges of magic, one for each of the ‘colours’ of the winds of magic: Amber (beasts), Amethyst (death), Bright (fire), Celestial (heavens), Gold (metal), Grey (shadow), Jade (life), and Light (light). The three most spectacular college buildings - the flame-topped towers of the Bright college, the lofty spires of the Celestial college and the mystic pyramid of the Light college – are magically concealed so that few residents of Altdorf are even aware of their presence. The Jade college, a thing formed from living trees, is hidden behind high stone walls. The Grey college is a run-down building located in the city’s poorest slums, and allegedly connects to many secret tunnels. The college of the Amethyst order overlooks the infamous haunted cemetery of Old Altdorf, the resting place of the plague victims, and few dare go near it. The Alchemists of the Gold college maintain a vast, smoke-billowing forge complex, and pollute the river Reik with their arcane chemicals. Only the Amber order has no college within the city, preferring instead the caves of the Amber Hills, away from the civilisation that is the antipathy of their magic."
The great bastion
the great maw
the moot
Ploeperpengel Jun 15, 2006, 10:31 AM For Tombkings:
unique wonders:
Pyramid of Eternal Life:
(prereq: like vannila pyramid, buildable only in capital-requires palace):
normal pyramid art but we should find different effects, should be less strong maybe only the boni not the civics
Black Pyramid:
should also be made Tombkingspecific(requires tech necromancy and can only be build in the city where is the Pyramid of Eternal life)
Duke van Frost Jun 16, 2006, 10:29 AM For Tombkings:
unique wonders:
Pyramid of Eternal Life:
(prereq: like vannila pyramid, buildable only in capital-requires palace):
normal pyramid art but we should find different effects, should be less strong maybe only the boni not the civics
Black Pyramid:
should also be made Tombkingspecific(requires tech necromancy and can only be build in the city where is the Pyramid of Eternal life)
OK, but if we start doing unique wonders, at least halöve of the civs should have some, or those with unique ones lose the ability to build some others.
But the whole thing with unique wonders would eliminate the wonder race effect of the game (so maybe make for example the pyramids available to all undead civs?).
Duke van Frost Jun 16, 2006, 10:41 AM To take up some of the ideas P.L. posted:
the isle of the dead -> already in the game
shrine of asuryan -> already in the game
the white tower -> maybe a good name for the spiral minaret we have now?
Glittering ower lighthouse -> maybe name for the great lighthouse?
8 colleges of magic -> oxford university?
the great bastion -> already in the game
Donīt know anything about the other wonders (if they could be used to rename vanilla ones, or what effects they should have as completely new ones)
thx for the input P.L. i hate the wonders having the names of vanilla ones.
@Civmansam: as soon as you read this, please tell me if youīre going to do the xmls, now that the new SW is out (I think Iīll have a little Sci-Fi game tonight).
Ploeperpengel Jun 16, 2006, 11:02 AM The civs will all get one or two unique wonders. They may race for the rest which should be plenty still. However that's planned for after the next patch. I want to wait for Warlords to give this idea a real go.
Psychic_Llamas Jun 17, 2006, 02:05 AM cool, i love unique wonders, two each is and awsome idea. i vote the Oak of ages for the wood elves and the Tower of the eternal wood OR the Wildwood.
Psychic_Llamas Jun 17, 2006, 02:06 AM Ankor Wat should be renamed The Mark of the Old Ones.
Duke van Frost Jun 17, 2006, 09:58 AM post #3 now contains a list for suggestions of renaming Wonders and Buildings.
Post #4 wil contain a list of what should be added to the game.
Psychic_Llamas Jun 17, 2006, 10:09 AM Sorry, one of my typo's appears to be a wonder, its Glittering Tower Lighthouse. I cant believe this, im going to have to tripple check everything to prevent all of my stupid errors:crazyeye:
Duke van Frost Jun 17, 2006, 11:02 AM NP, since every version will be checked before being given to the public.
Duke van Frost Jun 19, 2006, 10:01 AM The new Art for the Griffongate arrived:
http://img236.imageshack.us/img236/5017/griffongate1he.th.jpg (http://img236.imageshack.us/my.php?image=griffongate1he.jpg)
Ploeperpengel Jun 19, 2006, 10:51 AM Good job, Duke!
Civmansam Jun 19, 2006, 06:48 PM Do you want me to do some civ specific buildings? It would be pretty easy with python I think. I wouldn't create a new tag, I'd just have a check to see if the what civ it is and then make a prereq for the building
Duke van Frost Jun 20, 2006, 03:41 AM would be a good thing, we´ll need this sooner or later, but not for the next release. Data should be ready on friday, and I don´t think we´ll get gfx for civspecific buildings. but If you mean only different gfx for each civ for the same building, there is, I think, already the ArtStyle tag in the L-systems.
DutchJunkie Jun 20, 2006, 05:36 AM In my opinion the Cauldron of blood is an must have building for the Dark Elves. I tried figuring to fit the cauldron in as a unit .. but it's better t make it a building.
It should give the surrounding tiles an extra strength bonus or something like that. You can compare the cauldron of Blood with the potion in the asterix and obelix comics :)
Psychic_Llamas Jun 20, 2006, 07:13 AM yes cauldron of blood... make it a national wonder for the darkelves which increases strength of units produced in the city...
DutchJunkie Jun 20, 2006, 07:54 AM yes cauldron of blood... make it a national wonder for the darkelves which increases strength of units produced in the city...
Same as Cauldron of Blood is the Screaming Bell for Skaven, Casket of Souls for Tomb Kings, Anvil of Doom for Dwarfs and maybe more ..
Psychic_Llamas Jun 20, 2006, 08:01 AM hmmm... the possibilities are endless...
I was actually think about this.why not make these imobile units?
the casket of souls: every time an enemy dies withing the LoS of the casket, there is a 25% chance that that soul can be used by the casket.
the casket's damage increses by one for every soul captured.
the casket can bombard any unit in LoS?
not sure about the others.
Psychic_Llamas Jun 20, 2006, 08:01 AM sorry, back on track now;)
so how about those wonders...
DutchJunkie Jun 20, 2006, 08:28 AM I watched the Warhammer map i got with a White Dwarf some time ago and found some names:
Things in Naggaroth:
- The Monoliths
- Hotek's Column
- Doom, Hex, Wrath and Witch Gate
- Altar of Ultimate Darkness
- Vaul's Anvil
- The Pits of Zardok
Ulthuan:
- Phoenix, Griffon, Unicorn, Eagle and Dragon Gate
- Vaul's Anvil
- Shrine of Asuryan
- Tower of Hoeth
Araby:
- Palace of the Wizard Caliph
- Spite Port
- Pools of Despair
Lustria:
- Stellar Pyramids
- Citadel of Dusk
- Monument of the Moon
- Monument of the sun
- Temple of Constellations
- Spear of the Gods
- Mirror Pool of Tepoc
- Tomb of Gold
- Obsidian Column
Southlands:
- Deaths-head Monliths
- Guardian States of Ancient Gods
- Golden Tower of the Gods
- Temple-Avenue of Gold
- Smoking Caverns of Sotek
- Fortress of Dawn
- Temple of Skulls
Islands:
- Tor Elasor
- Tower of Stars
- Tower of the Sun
- Tor Elithis
- The lost isles of Elithis
- Dragon Isles
Nippon
- Tower of the Rising Sun
Seagates:
- Gates of Calith
Hinterlans of Khuresh
- Lost City of the Old Ones
Grand Cathay:
- Seat of the Dragon Throne
- The Great Maw
- Great Bastion (the Great Wall in Warhammer)
The Dark Lands:
- Black Fortress
- The Tower of Gorgoth
- The Tower of Zharr-Maggrund
- Grashrack's Lair
- The Fortress of Vorag
- The Desolation of Drakenmoor
- The Great Skull Land
- Place of Skulls
Land of the dead:
- Palace of Corpses
- Black Pyramid of Nagash
- The Lost hold of Karak Zorn
- Crater of the Dead
Badlands:
- The Cursed Pit
The Old World
- The Moot
- Copper Mountain
- Troll Country
and many names for mountains, marshes, swaps, plains etcetera ..
Psychic_Llamas Jun 20, 2006, 08:40 AM Brilliant list there DJ. im sure at least half of those would make goo wonders. and we already have some. not sure if these are all of them though;)
the Doom, Hex, Wrath and Witch Gates are part of the underpass
Shrine of Asuryan already in
Griffon Gate already in
Shrine of Asuryan already in
Tower of Hoeth - called the white tower
Great Bastion already in
Black Pyramid of Nagash already in
Duke van Frost Jun 20, 2006, 03:27 PM I watched the Warhammer map i got with a White Dwarf some time ago and found some names:
Things in Naggaroth:
- The Monoliths
- Hotek's Column
- Doom, Hex, Wrath and Witch Gate
- Altar of Ultimate Darkness
- Vaul's Anvil
- The Pits of Zardok
Ulthuan:
- Phoenix, Griffon, Unicorn, Eagle and Dragon Gate
- Vaul's Anvil
- Shrine of Asuryan
- Tower of Hoeth
Araby:
- Palace of the Wizard Caliph
- Spite Port
- Pools of Despair
Lustria:
- Stellar Pyramids
- Citadel of Dusk
- Monument of the Moon
- Monument of the sun
- Temple of Constellations
- Spear of the Gods
- Mirror Pool of Tepoc
- Tomb of Gold
- Obsidian Column
Southlands:
- Deaths-head Monliths
- Guardian States of Ancient Gods
- Golden Tower of the Gods
- Temple-Avenue of Gold
- Smoking Caverns of Sotek
- Fortress of Dawn
- Temple of Skulls
Islands:
- Tor Elasor
- Tower of Stars
- Tower of the Sun
- Tor Elithis
- The lost isles of Elithis
- Dragon Isles
Nippon
- Tower of the Rising Sun
Seagates:
- Gates of Calith
Hinterlans of Khuresh
- Lost City of the Old Ones
Grand Cathay:
- Seat of the Dragon Throne
- The Great Maw
- Great Bastion (the Great Wall in Warhammer)
The Dark Lands:
- Black Fortress
- The Tower of Gorgoth
- The Tower of Zharr-Maggrund
- Grashrack's Lair
- The Fortress of Vorag
- The Desolation of Drakenmoor
- The Great Skull Land
- Place of Skulls
Land of the dead:
- Palace of Corpses
- Black Pyramid of Nagash
- The Lost hold of Karak Zorn
- Crater of the Dead
Badlands:
- The Cursed Pit
The Old World
- The Moot
- Copper Mountain
- Troll Country
and many names for mountains, marshes, swaps, plains etcetera ..
Maybe you could make some suggestions, which of those could be used to rename the "vanilla like wonders" we have in the game, that would be a big help (have a look at post #2).
DutchJunkie Jun 20, 2006, 04:09 PM true .. I'll give it a try tomorrow .. I'll post the ideas in this post tomorrow .. ;)
Ploeperpengel Jun 21, 2006, 02:07 AM @Duke
I took out all the civrelated text I might change of this. You can play with it to your liking now.
DutchJunkie Jun 21, 2006, 06:34 AM true .. I'll give it a try tomorrow .. I'll post the ideas in this post tomorrow .. ;)
Here the world wonders. I couldn't fill up every spot, but i made some suggestions.
World Wonders
Angkor Wat - - Mark of the Old Ones or Lost City of the Old Ones
Globe Theatre - - Tristan's Theatre (made up - inspired by te bretonnian tristan the troubadour)
Hermitage - - Kislev or Empire museum
Heroic Epic - - is a common name. The heroic epic of {famous person of that race}
Ironworks - - is a common name? The Ironworks of Karak …. (dwarf hold)
National Epic - - is a common name. The national epic of {name country}
Notre Dame - - Shrine of the Holy Grail (bretonnian .. French-like)
Oxford University - - 8 Colleges of Magic
Palace - - The Throne of .. {name country}
Stonehenge - - Guardian States of Ancient Gods of Temple of Constellations
The Colossus - - Spite port (not a big thing .. but it's a harbour I think)
The Great Library - - The Black Library (not that original)
The Hagia Sophia - - Should be an Araby wonder
The Parthenon - - A lustrian temple
The Taj Mahal - - Monument of the grave of a famous person
Wall Street - - Tomb of Gold or The Great Bazzar (ty PL ;))
West Point - - The Tilean War Academy (Tilea is home of the mercenaries)
Extra's
Palace of the Wizard Caliph
I hope you like some of the ideas! Don't be afraid to give comment ;)
Psychic_Llamas Jun 21, 2006, 07:48 AM Wall Street - - the Great bazzar
Ploeperpengel Jun 21, 2006, 04:34 PM @Duke
Please delete all the textentries for traits also in the objecttextinfo file posted above, thx.
Duke van Frost Jun 23, 2006, 05:43 AM I personally like the following things DJ stated:
Globe Theatre - - Tristan's Theatre
Notre Dame - - Shrine of the Holy Grail
The Great Library - - The Black Library
Wall Street - - Great Bazaar
West Point - - The Tilean War Academy
DutchJunkie Jun 23, 2006, 06:32 AM I personally like the following things DJ stated:
Globe Theatre - - Tristan's Theatre
Notre Dame - - Shrine of the Holy Grail
The Great Library - - The Black Library
Wall Street - - Great Bazaar
West Point - - The Tilean War Academy
Thanks. Tristan is a famous Bretonnian entertainer and Tilea is home of the merceneries :)
Personally I like this ones very much too:
Lost City of the Old Ones as Angkor Wat; Angkor Wat is like an unimaginable big 'city' of temples. Looks like they're made by (the) god(s). The lost city of the old Ones state the same in my opinion .. it gives the same feeling.
Temple of Constellations as Stonehenge; stonehenge has a link with the planets and the temple of constellations states the same thing. It's based on the stars: constellations.
Psychic_Llamas Jun 23, 2006, 07:55 AM I like your thinking DJ, good call:D
Duke van Frost Jun 23, 2006, 09:27 AM Thanks. Tristan is a famous Bretonnian entertainer and Tilea is home of the merceneries :)
Personally I like this ones very much too:
Lost City of the Old Ones as Angkor Wat; Angkor Wat is like an unimaginable big 'city' of temples. Looks like they're made by (the) god(s). The lost city of the old Ones state the same in my opinion .. it gives the same feeling.
Temple of Constellations as Stonehenge; stonehenge has a link with the planets and the temple of constellations states the same thing. It's based on the stars: constellations.
I donīt know if you mean "The Temple-city of Tlaxtlan" when youīre talking abou the "Lost City of the old ones". Itīs much like the RL "Tenochtitlan" but is the capital of the lizardmen :confused:
If so, then I already took two wonders that are in this city as wonders - the "floating gardens of lost Xholankha" and the "Great temple of Tlazcotl".
SAnd If not, I would rather stick to 2 wonders from the Lizardmen and prefer to take some more wonders from other races/nations.
Temple of Constellations is ok, but only if it has the stonehenge look - otherwise I would prefer just a simple "Standing Stones".
I also really liked the Theatre of Tristan and the Tilean thing :goodjob:
keep the input coming - maybe something from the Darkelves or Dwarves (such as the shrine of Grimnir and so).
DutchJunkie Jun 23, 2006, 02:05 PM I donīt know if you mean "The Temple-city of Tlaxtlan" when youīre talking abou the "Lost City of the old ones". Itīs much like the RL "Tenochtitlan" but is the capital of the lizardmen :confused:
If so, then I already took two wonders that are in this city as wonders - the "floating gardens of lost Xholankha" and the "Great temple of Tlazcotl".
SAnd If not, I would rather stick to 2 wonders from the Lizardmen and prefer to take some more wonders from other races/nations.
Lost City of the old ones lies in the east, in the forests/jungles of the plateau between the kingdoms of Ind and Nippon. The forests are inhabited by Beastmen an its a scary place ;) .. most likely no one of the 'civilised' world has ever seen the city, but it is there somewhere.
Temple of Constellations is ok, but only if it has the stonehenge look - otherwise I would prefer just a simple "Standing Stones".
Dunno mhow it looks like through the eyes of the warhammer fluff-writers @ games-workshop, but we (not me .. but the technical guys ;) ) can give it ant look we want ;)
Psychic_Llamas Jun 24, 2006, 01:37 AM Yeh, the Lost City is in Real world Thailand.
Also, the Lizardmen capital is Itza, not Tlaxtlan.
Darkelves (like ive said before;)) should get the Underways. a wonder that connects all current cities with an underground transport link, increasing trade and defence of those cities. any new cities built should not get the benifit unless they build the Underpass ( a building unlocked by the Underways)
Darkelves should also get Alter of Ultimate Darkness, or the Black Pillar. not too sure what they could do though.
Ploeperpengel Jun 24, 2006, 07:39 AM Yeh, the Lost City is in Real world Thailand.
Also, the Lizardmen capital is Itza, not Tlaxtlan.
Darkelves (like ive said before;)) should get the Underways. a wonder that connects all current cities with an underground transport link, increasing trade and defence of those cities. any new cities built should not get the benifit unless they build the Underpass ( a building unlocked by the Underways)
Darkelves should also get Alter of Ultimate Darkness, or the Black Pillar. not too sure what they could do though.
Isn't the Altar Chaosspecific? If not that would be a good wonder to race for between some of the evil races.
DutchJunkie Jun 24, 2006, 12:02 PM Isn't the Altar Chaosspecific? If not that would be a good wonder to race for between some of the evil races.
It lies in Naggartoh .. and Dark Elves are kinda Chaos .. many (especially the witch elves) worship the chaos god Khorne. I think PL's alternatives are quite good. The Altar could be some sort of link with the immortal world, to make the elves closer to the gods. Maybe It can give more experience for new units?
Psychic_Llamas Jun 24, 2006, 08:45 PM Hmmm, perhaps it could also be unique in that the Dark Elves Cannot declare war on Chaos or vise versa, because they are worshipping them, and declaring war on you own gods is, well, ludicrous
Ploeperpengel Jun 24, 2006, 09:12 PM Hmmm, perhaps it could also be unique in that the Dark Elves Cannot declare war on Chaos or vise versa, because they are worshipping them, and declaring war on you own gods is, well, ludicrous
that's chaos:D
Psychic_Llamas Jun 25, 2006, 12:20 AM :lol: yes, by Darkelves also tend to worship Khorne and Slaanesh, espectially Morathi.
Duke van Frost Jun 25, 2006, 04:28 PM @ All:
I still need new names for the following wonders:
Hermitage
The Colossus
The Hagia Sophia
The Parthenon
The Sistine Chapel
The Taj Mahal
Some elven- (Dark, High, Wood, whatever) or dwarven- maybe also skaven-named wonders would be good!
And one small question: does anybody know what the TXT_KEY_..._STRATEGY tags in the BuildingsInfos.xml are used for? And which other XML file uses these tags? I´ll have to edit this one to, but maybe I´ll have it figured out until tomorrow.
@ Ploe:
just read that you wanted to have the trait entries also removed from the Civ4GameTextInfos_Objects.xml - I´ll do that until tomorrow and maybe post the file here.
Ploeperpengel Jun 25, 2006, 05:11 PM Take the Palace of the Wizard Caliph for Taj Mahal.
Txt key Strategy is for the strategy advisor in the game;)
Psychic_Llamas Jun 26, 2006, 03:13 AM Good idea for Taj Mahal
other ideas:
The Colossus: The Titan of Glory ((invented), stands at the Mouth of one of the Great Tilean Ports)
The Hagia Sophia: The Yogi Abbey ((invented0 place in ind where the Yogis go for their final training)
The Parthenon: The Temple of the old Faith ((Invented)the one and only building constructed specifically for the worship of the Old Faith)
The Sistine Chapel: Theogonist Hall ( (invented), the place where all of the grand Theogonists are entombed)
Duke van Frost Jun 26, 2006, 07:22 AM Hm, to be true I donīt like the invented ones :(
Rather would like to see to have real WH Buildings as wonders.
Iīll have a look at the civ3 Mod today and come up with the rest of the names for tomorrow.
Duke van Frost Jun 26, 2006, 07:48 AM If you want to keep yourself informed, which Wonders I´m about to rename to what: always have a look at the 3rd post and state your comments, if your fine with the changes I´m about to do!
Psychic_Llamas Jun 26, 2006, 07:54 AM its cool, they were on the spot inventions anywho:D
Ploeperpengel Jun 26, 2006, 06:12 PM Another Ziggurat:
http://forums.civfanatics.com/showthread.php?t=175451
DutchJunkie Jun 27, 2006, 01:58 AM Good idea for Taj Mahal
other ideas:
The Colossus: The Titan of Glory ((invented), stands at the Mouth of one of the Great Tilean Ports)
The Hagia Sophia: The Yogi Abbey ((invented0 place in ind where the Yogis go for their final training)
The Parthenon: The Temple of the old Faith ((Invented)the one and only building constructed specifically for the worship of the Old Faith)
The Sistine Chapel: Theogonist Hall ( (invented), the place where all of the grand Theogonists are entombed)
I like the latter two: Theogonist Hall (sounds great) and The Temple of the old Faith (name is good, the reason fot the name too :) ) Although it could also be a hall of a Dwarven hold, let's say the capital .. The vault of Karaz-a-Karak ..
Maybe let the first one be The titan of Spite port? Spite port is a warhammer harbor (99% sure ;) )
Hagia Sophia is a mosque, so i'm immediately thinking of something in Araby or the surrounding areas.
This afternoon i will take a look at the wonders in Civ3. Maybe that can give me some ideas ..
Psychic_Llamas Jun 27, 2006, 04:01 AM yeh, good point about the Hagia Sophia.
I didnt know of any real WH ports, pther than the Suidocks in Westerland, Titan of Spite Port would be good though.
DutchJunkie Jun 27, 2006, 04:09 AM yeh, good point about the Hagia Sophia.
I didnt know of any real WH ports, pther than the Suidocks in Westerland, Titan of Spite Port would be good though.
The suidocks is a good wonder, but not that original (wh4 mod) imo .. maybe a civ-specific wonder?
Psychic_Llamas Jun 27, 2006, 04:18 AM suidock could be a Reikland only wonder (unless we include westerland as a separate race)
DutchJunkie Jun 27, 2006, 04:20 AM suidock could be a Reikland only wonder (unless we include westerland as a separate race)
Westerland is a unique race in WH3, but quite small .. that point needs some serious thinking in the future .. we already got plenty of civs :)
Psychic_Llamas Jun 27, 2006, 04:23 AM yeh, i agree. we already have more civs than we need. but the suidock could still be a Reikland only wonder
DutchJunkie Jun 27, 2006, 04:27 AM yeh, i agree. we already have more civs than we need. but the suidock could still be a Reikland only wonder
totally agree .. I added it to the future thread ;)
Ploeperpengel Jun 27, 2006, 06:49 AM @Duke
I'd like the glittering Tower renamed to Lighthouse of Manaan, please.
@the others
Please check the civ3 before you invent names. More than two years developement made that quite a polished product. It's got plenty of wonders so there certainly isn't a reason to invent names now until we decide to put in a wonder they don't have.
Duke van Frost Jun 27, 2006, 07:17 AM @Duke
I'd like the glittering Tower renamed to Lighthouse of Manaan, please.
Fine with me - you seem to had a look at the civ3 mod, didnīt you ;)
But Iīd like to get some names for wonders that arenīt in the civ3 mod.
For example I took the "Floating Gardens of Lost Xholankhe" instead of the Oasis (canīt remember the exact name) they have in the civ3 mod for the Hanging Gardens. And I think it fits quite well.
Psychic_Llamas Jun 27, 2006, 07:24 AM FYI, the glittering Tower is not an invented name, it is infact the lighthouse which was build by the highelves to mark the entrance into the Inner Sea through the Straights of Lothern. it is also a very important piece of High elven architecture.
perhaps we should have votes on these things, on whether we should Copy/paste wonders from civ 3 into civ 4 or to make this more of an individual mod.
Duke van Frost Jun 27, 2006, 07:28 AM Anybody else got comments on the "Glittering Tower" topic?
We´re still a democratic mod-team here, so please everybody post you´re opinion on this.
DutchJunkie Jun 27, 2006, 07:38 AM @Duke
I'd like the glittering Tower renamed to Lighthouse of Manaan, please.
@the others
Please check the civ3 before you invent names. More than two years developement made that quite a polished product. It's got plenty of wonders so there certainly isn't a reason to invent names now until we decide to put in a wonder they don't have.
I made a list of all the wonders in the Civ3-WH-mod in the appropiate thread:
http://forums.civfanatics.com/showthread.php?p=4209060#post4209060
Have fun! :D
ps .. i like the lighthouse of Manaan less than the glittering tower .. cause it's original ;-)
Ploeperpengel Jun 27, 2006, 07:40 AM Ok if it's not invented we can keep it Glittering.;) Though I still prefer Manaan, sounds better imo.
Duke van Frost Jun 27, 2006, 07:41 AM Thx for the list DJ, just printed it :goodjob:
Ironworks will be renamed to the Great Forge.
DutchJunkie Jun 27, 2006, 07:44 AM Thx for the list DJ, just printed it :goodjob:
Ironworks will be renamed to the Great Forge.
The Great Forge of Karak Azul sounds even better IMO .. Karak Azul is the dwarven centre of of metalworking because of the mountains rich deposits of iron ..
Ploeperpengel Jun 27, 2006, 07:47 AM I think we should keep this more generic for more civs to race for. It's a powerful wonder after all which enables the city to get quite a few more wonders after very fast with that hammerboost. So I vote for just Great Forge.
We could also have elf unique Vault's smithy and dwarven unique smithy wonders after that but maybe less powerful like just improving production for selected units or building. what about that?
Duke van Frost Jun 27, 2006, 07:52 AM I also like to keep the wonders as generic as we can where possible, that´s why I´ll rename it only to the Great Forge (Ironworks would also fit, but a "Great Forge" sounds more like Fantasy to me)
DutchJunkie Jun 27, 2006, 07:57 AM I think we should keep this more generic for more civs to race for. It's a powerful wonder after all which enables the city to get quite a few more wonders after very fast with that hammerboost. So I vote for just Great Forge.
We could also have elf unique Vault's smithy and dwarven unique smithy wonders after that but maybe less powerful like just improving production for selected units or building. what about that?
I thought we wanted specific warhammer buidlings .. haha ..
But the smaller specific thingies sound good too .. ;)
Ploeperpengel Jun 27, 2006, 08:02 AM I thought we wanted specific warhammer buidlings .. haha ..
But the smaller specific thingies sound good too .. ;)
Yes specific and generic we need both. The dwarven origin can be put into pedia for this one. I don't think we'll have much unique wonders until the Warlords expansion. Putting a unique tech for every single wonder we want unique is just to much right now. I believe designing this unique stuff will be much easier in the expansion;)
Just if we want to be the great forge a worldwonder I'd say it has to be generic otherwise we can make many similar wonders of this kind with different art for different civs also(having it small wonder status)
DutchJunkie Jun 27, 2006, 08:12 AM Yes specific and generic we need both. The dwarven origin can be put into pedia for this one. I don't think we'll have much unique wonders until the Warlords expansion. Putting a unique tech for every single wonder we want unique is just to much right now. I believe designing this unique stuff will be much easier in the expansion;)
Just if we want to be the great forge a worldwonder I'd say it has to be generic otherwise we can make many similar wonders of this kind with different art for different civs also(having it small wonder status)
I certainly understand .. I'll keep it in mind for the after-patch thread ;) thanks for the feedback.
Psychic_Llamas Jun 28, 2006, 04:01 AM We should make the elves unableto build that, and instead be able to build Vaul's Anvil which could do similar effects.
PS, we could call the Glittering tower "The Lathain-Menlui Tower" which is a combination of Highelven runes from the army book. (Lathain = elven word for storm, wrath / Menlui = elven word for water and life... so could be interpreted as the life from the storm, or survivor of the storm etc.)
DutchJunkie Jun 28, 2006, 04:14 AM We should make the elves unableto build that, and instead be able to build Vaul's Anvil which could do similar effects.
PS, we could call the Glittering tower "The Lathain-Menlui Tower" which is a combination of Highelven runes from the army book. (Lathain = elven word for storm, wrath / Menlui = elven word for water and life... so could be interpreted as the life from the storm, or survivor of the storm etc.)
very very creative .. with the runes in the different armybooks we could 'translate' building names .. that is very interesting indeed ..
nice going lama! :goodjob:
Psychic_Llamas Jun 28, 2006, 04:17 AM glad you like. but im not sure it would be good for translating building names, because than casual players would find it more of a pain then an added flavor, as they would not know what each building is. you could do that for UU's though.
Duke van Frost Jul 08, 2006, 08:12 AM So the last three wonders to rename are left and they are:
The Colossus (will most probably rename this to "Titan of Spite Port")
The Hagia Sophia (some Ind or Araby Names anybody?)
Hermitage (maybe it will just be "Middenheim Museum" or "National Museum/Art Gallery" or could somebody tell me what the most art-loving Natio in WH is and give the name of its capital?)
And I still want to know where the largest Bloodbowl-Stadium is, because I want to put it in as a Wonder (I think the Reikland Raiders are the most succesful team - So I maybe will call it the "Raiders Home Stadium" or something like that)
EDIT: I just had an Idea: Maybe I´ll just give it the Name of the BloodBowl Association
I will also put in the "Great Temple of Tlazcotl" with the Chichen Itza Art as soon as I can come up with some good stats and effects for it.
Ploeperpengel Jul 08, 2006, 08:41 AM I just discovered my bloodbowl rulebook maybe I can find some. Keep the names a bit generic it's allways strange having elfs build a Reikland stadium or museum.
After some reading I found out btw that the standing stones and the magical Vortex are identical.
Duke van Frost Jul 08, 2006, 08:46 AM I just discovered my bloodbowl rulebook maybe I can find some. Keep the names a bit generic it's allways strange having elfs build a Reikland stadium or museum.
After some reading I found out btw that the standing stones and the magical Vortex are identical.
thought about that, maybe Iīll even call it the "Chaos Cup Stadium (proudly sponsored by Bloodweiser TM)" or after another Cup. Right Now I think that would be the best idea.
Ploeperpengel Jul 08, 2006, 08:54 AM yes I second that I will read a bit now. Maybe I can find something;)
Ploeperpengel Jul 08, 2006, 07:56 PM No news. I found a map of all major bloodbowl stadions but no names, drat! What I have are plenty of names for Blood Bowl Starplayers. So if we're going to have a new great person type...:D
Maybe just call it the Bloodweiser Stadium since the biggest cup is just the Blood Bowl.
Duke van Frost Jul 09, 2006, 07:40 AM No news. I found a map of all major bloodbowl stadions but no names, drat! What I have are plenty of names for Blood Bowl Starplayers. So if we're going to have a new great person type...:D
Maybe just call it the Bloodweiser Stadium since the biggest cup is just the Blood Bowl.
Good idea :goodjob:
I like that one, very generic but also really good WH-Style.
Iīll give it a Continental Happiness Bonus and very high Culture (now the Bloodbowl Starplayer GPīs idea would be cool :lol: - I love the funnyside of WH)
Duke van Frost Jul 10, 2006, 08:39 AM I added two new Wonders to the Game:
Great Temple of Tlazcotl (Chichen Itza Art)
cost 800
Tech: Civil Service
+2 points for Great Engineer
-33% Hurry Cost Reduction
double Production Speed with Stone
Bloodweiser Stadium (Colosseum Art - for now!)
cost 1200
Tech: Currency
+10 Culture
+1 point for Great Merchant
+2 Happiness in all cities on same continent
double Production Speed with Stone
Any ideas or suggestions for those two?
should the Bloodweiser Stadium get its +2 Happiness in all cities on same continent or should it supply the Player with a new Resource called "BloodBowl tickets", that makes folks happy :D
I came up with that idea yesterday and think it would add some fun to the game - thatīs what the BloodBowl Boardgame is all about IMO.
Iīd really like to hear your thoughts on that on ;)
Ploeperpengel Jul 10, 2006, 09:11 AM I think reduce culture a bit and let it generate income in the city where build. And the tickets could generate +5 income and one happines.
Duke van Frost Jul 10, 2006, 09:29 AM OK, I like the Income idea very much. So how does this sound:
Bloodweiser Stadium (Colosseum Art - for now!)
cost 1200
Tech: Currency
+6 Culture
+1 point for Great Merchant
+3 Gold
gives 3 of the Bonus-Resource "BloodBowl Tickets" (those give +5 Gold and +1 Happiness)
double Production Speed with Stone
double Production Speed maybe with Marble instead of Stone?
Ploeperpengel Jul 10, 2006, 10:16 AM Ok for me. The GP points could maybe later be switched to +5 Bloodbowl Star player :D, but that's later.
What about sewers instead of hospitals?
Duke van Frost Jul 10, 2006, 10:33 AM Ok for me. The GP points could maybe later be switched to +5 Bloodbowl Star player :D, but that's later.
What about sewers instead of hospitals?
:D I really love this idea about the Starplayers.
You mean we should replace the hosptal with sewers? Wouldnīt make much difference Gameplay-wise (other prereq Tech and no extra healing, but the main purpose of the Hospital is to let Cities grow further).
But I think it would add to the atmosphere (Hospitals are not really Fantasy like - Sewers would suit better and make the Mod more Unique)
Doing the Model should be really simple - just some pumpstation with tubes going into the Ground and a stair going down.
Iīm also thinking about adding an Herbalist to the Mod - so maybe sewers could become available earlier but only give +2 Health and then you can build a Herbalist later that gives an additional +1 (or +2).
Ploeperpengel Jul 10, 2006, 10:42 AM For a later building I'd prefer Apothecary(written correctly?). For an early building it could be Shaman's Tent(for barbarianlike civs, also prereq for Shaman then) respective Healer for the civilized ones.
Jojoweb already posted some tents btw.
Ploeperpengel Jul 10, 2006, 11:00 AM Here's some cool buildingart from Ganarts extended mod:
He allowed to use what we want.
Psychic_Llamas Jul 11, 2006, 03:33 AM Nice ideas all:goodjob:
Duke van Frost Jul 11, 2006, 07:53 AM I think reduce culture a bit and let it generate income in the city where build. And the tickets could generate +5 income and one happines.
Hm, I just found out yesterday, you can´t let Resources generate income directly. So the "Tickets" only give +1 Happiness for now, but the Stadium itself gives +5 Gold instead of +3.
I´ll ask our Python wizards about adding the ability for Resources to directly produce income.
Ploeperpengel Jul 11, 2006, 10:06 AM On the other hand I think it's ok getting income for them if you simply trade them as normal. Otherwise it wouldn't make since trading them!:mischief:
Ploeperpengel Jul 11, 2006, 10:04 PM Generic Wonder: Sphinx by R.W.
thread:
http://forums.civfanatics.com/showpost.php?p=4181779&postcount=1
Dl:
http://forums.civfanatics.com/attachment.php?attachmentid=132308&d=1152672712
Duke van Frost Jul 12, 2006, 06:10 AM Hehe, just opened imageshack and wanted to post the pic of it here, but you were faster :D
Very cool thingy:
http://img79.imageshack.us/img79/4994/sphinxshot0bt.th.jpg (http://img79.imageshack.us/my.php?image=sphinxshot0bt.jpg)
I´ll implement this as soon as possible, will call it just "Sphinx" ;)
BTW: must have been a long night of work, you posting around 5 AM
Ploeperpengel Jul 12, 2006, 09:56 AM Yep, did it besides working on Bismarck. Since you worked on those eggs you may get an idea why this allways takes so much time:D
And just Sphinx, yeah why not.
seZereth Jul 13, 2006, 03:26 AM That Sphinx is really nice. I am looking forward to designing some unique buildings for orcs and elves and other stuff, never designed a building, but after i saw the trolls lair, i cought fire on this... (ok, adding units to formations will take some more time, and after that i will have to do the tomb kin units, so rabbit sees it was worth doing those equipment ;) )
woodelf Jul 18, 2006, 03:10 PM Someone mentioned a white tower in the resource thread so here is my attempt. Is it too basic, simple, crappy, ect? I can't get anything to skin "white" though. I'm very :confused:
http://img123.imageshack.us/img123/641/whitega6.th.png (http://img123.imageshack.us/my.php?image=whitega6.png)
Duke van Frost Jul 18, 2006, 03:18 PM Actually, I like it the way it is.
Maybe put some "faces" inside those holes, can always be skinned black or something, to represent windows/holes. And remember to make the lower part extend to the bottom, so it doesn´t look weird when built on Hills (not like my buildings, because I didn´t extend the lower part - was something I learned later). Have a look at the original cIV buildings, if you don´t know what I mean.
upload the .max file without unwrapping the texture and I´ll do the skinning and add the "floor".
woodelf Jul 18, 2006, 03:21 PM Okay. Here's the pre unwrapped version. Let me know if you want the one from the screenie for some unknown reason. :)
Ploeperpengel Jul 18, 2006, 03:25 PM Nice one! Maybe add some (Duke can you translate "Erker" I read "bays") Does it make sense to add bays to a tower woodelf or did I produce funny stuff again?:mischief:
Duke van Frost Jul 18, 2006, 03:29 PM Nice one! Maybe add some (Duke can you translate "Erker" I read "bays") Does it make sense to add bays to a tower woodelf or did I produce funny stuff again?:mischief:
Hm, I think its called "oriel" but Iīm not that sure.
woodelf Jul 18, 2006, 03:32 PM What in holy heck are you guys talking about? Now I'm really :confused:. :p
woodelf Jul 18, 2006, 03:33 PM Any more simple one for me to chew on? I'm dreading the next step of animating and bipeds so this is good. :)
Ploeperpengel Jul 18, 2006, 06:42 PM Well any building you can think of that looks a little fantasylike could find a place here. If you like challenges we also love diverse cityarts. Warlords will have a few but nothing to fit for fantasy races no doubt.:)
Btw I meant tiny little "towers" attached to the top of the main building. Just no idea how you call it.:blush:
Psychic_Llamas Jul 20, 2006, 12:31 AM Very nice model Woodelf, i must say, but it would be even cooler if there were smaller towers jutting out from the sides. i think thats what Ploe is trying to explain.
Psychic_Llamas Jul 29, 2006, 09:26 PM Ok, instead of making a new thread i will just post my questions on building making with 3ds Max here.:)
@Duke, how do you lower polycount easily?
Ploeperpengel Jul 29, 2006, 10:32 PM I suggest you direct that question to Duke seZ doesn't work with max;)
@Everyone
Lets use that awesome Leonardos Workshop from Ganart as a generic wonder available with Tech_invention. It should work like in civ3 reducing upgradecosts. Any idea how to do this?
We can call it Gnomes Workshop or even Leonardos' (since by fluff there is a Leonardo in WH too)
Psychic_Llamas Jul 30, 2006, 01:39 AM Thats a good idea, i always loved that wonder:D
Psychic_Llamas Jul 30, 2006, 04:39 AM I finally managed to decrease the polycount to 1054 verticies and 872 faces. is that low enough? (I had to makethe whole thing from scratch, but now im really quick at it, only took 2 hours this time:D)
Shall i post it here?
Ploeperpengel Jul 30, 2006, 04:43 AM Good job! yeah post it. With the polycount so low hm maybe we can create a cityart out of that for the Highelves!
Psychic_Llamas Jul 30, 2006, 04:59 AM I can make more towers and stuff, im getting quite good, but i cant render ir skin yet. i tried one but i looked crap;)
Here is a Screen Shot (http://img144.imageshack.us/my.php?image=highelfpalacetowerdg4.png)
Ploeperpengel Jul 30, 2006, 05:03 AM Looks fantastic the model! Go on:thumbsup:
Maybe you could create numerous single towers smaller and bigger ones in this style? I though about putting them on a cityartnif afterwards and thus create a cityart for Highelfves. That means after either woodelf or duke uv-mapped it.
Psychic_Llamas Jul 30, 2006, 05:10 AM Im way ahead of you;) i have already made 2 different types of High Elf houses;)
woodelf Jul 30, 2006, 05:13 AM Looks great, but UV mapping that looks a bit daunting. :)
If the Duke can't do it today I'll see about trying it late tomorrow.
Psychic_Llamas Jul 30, 2006, 07:28 AM Ok, I have now completed 4 Highelf Houses and a Highelf Light House (on a Rock!!)
Psychic_Llamas Jul 30, 2006, 08:24 AM Here are the Uploads of the other High Elf Houses and Light House i did:) what do you think?
woodelf Jul 30, 2006, 09:24 AM For some reason I couldn't unwrap your first tower model P_L. It didn't seem to be an editable poly which confuses me.
Duke van Frost Jul 30, 2006, 10:44 AM Just select the whole thing, then right click and select "turn to editable poly/mesh" I haven´t found out the difference of those two, yet.
And unwrapping your fabulous tower should be no problem PL, I´ll do it this evening.
Duke van Frost Jul 30, 2006, 10:47 AM Oh yeah, just one thing PL: If you do buildings for cIV you need to extend the base of them to go underground, that´s because of graphical issues when they get build on Hills. I don´t know if you understand what I´m saying, just open the winery with the NifViewer and you´ll see what I mean.
Duke van Frost Jul 30, 2006, 10:56 AM @Everyone
Lets use that awesome Leonardos Workshop from Ganart as a generic wonder available with Tech_invention. It should work like in civ3 reducing upgradecosts. Any idea how to do this?
We can call it Gnomes Workshop or even Leonardos' (since by fluff there is a Leonardo in WH too)
I like the idea and I also like the building by Ganart a lot, but there is one problem: by the Time you discover Invention there are no Units youīll be able to upgrade (at least not very much) that would make this Wonder nearly useless and I, personally, wouldnīt even consider building it.
Since nearly only the Ancient units upgrade to their Militia versions the Wonder would need another function, like speeding up the construction of certain Units (Siege and/or Armored, Otnithopter etc.) or buildings.
Ploeperpengel Jul 30, 2006, 03:03 PM Alrighty;)
Psychic_Llamas Jul 31, 2006, 04:32 AM Oh yeh i forgot about that Duke, ta, i will do that now. shall i re-upload them?
Oh, and i found an awsome picture of the Tower of Saphery (white tower) and was wondering if it would be Ok if i had a go at making an alternative white tower modle woodelf. (i feel bad asking, because i love your one)
but thats only if my attempt isnt too complicated and has too many polys;)
woodelf Jul 31, 2006, 05:06 AM Don't feel bad. Model away. :)
Psychic_Llamas Jul 31, 2006, 07:49 AM cool, thanks. :D
woodelf Sep 03, 2006, 02:06 PM The trading post is done and found here (http://forums.civfanatics.com/downloads.php?do=file&id=2696).
http://img471.imageshack.us/img471/6972/tradingpost0000bx9.th.jpg (http://img471.imageshack.us/my.php?image=tradingpost0000bx9.jpg)
It doesn't look so hot on that surface, but that's the ancient city surface. :sad:
Also in the database are a Thieves Guild and a Guard Tower. I doubt an Iroquois longhouse or Aztec Temple will be used in WHFB, but they are there as well. ;)
Ploeperpengel Sep 03, 2006, 02:50 PM Thx Woodelf. Aztec building are pretty for the Lizards btw.
Maybe I can add a grassy or brown ground to the building in the nifviewer that way it will certainly do.;)
woodelf Sep 03, 2006, 02:55 PM Great. Any variations on the Aztec building you can think of? I enjoyed making that one.
Roland is also skinning a Wizard's Tower, a Dwarven vault, and an Elven treetop house for me.
woodelf Sep 05, 2006, 01:00 PM Here's something I've been toying with; woodelven buildings. Let me know what you think of this "tower" or library type building. To the right is an Elven archery range.
Ploeperpengel Sep 05, 2006, 01:08 PM The archery range is cool.:) The other doesn't look really woodelfish imo yet. What about Houselike structures inmidst a treestump?
Grr how to explain? something like:
Upper tree
flet with housing
lower treestump
Edit: I try to find some pics
Edit: not quite easy to find good pics of treehomes...
woodelf Sep 05, 2006, 01:20 PM The archery range is cool.:) The other doesn't look really woodelfish imo yet. What about Houselike structures inmidst a treestump?
Grr how to explain? something like:
Upper tree
flet with housing
lower treestump
Edit: I try to find some pics
Pics would be good since I've spent hours looking for concept art, but none was really good.
The other will be more elven after I beg Roland to skin for me. ;)
And I'm trying to avoid tree stumps!
Lord Olleus Sep 05, 2006, 01:20 PM Sorry, I've missed a lot of this thread and don't have time to read it all.
Have we come to a descison about unique wonders yet?
Ploeperpengel Sep 05, 2006, 01:23 PM Not really. I'm still for one unique wonder for every civ. Sevral for groups of civs and a lot of generics. I think we should design special wonders and buildings in the civthreads. The thread is already more to just comment the art.;)
woodelf Sep 05, 2006, 01:26 PM Edit: not quite easy to find good pics of treehomes...
Tell me about it.
I'm trying for the tree look with some visible buildings. I was hoping for inspiration from the net, but it looks like I need my own. The Woodelves need a HOME! :p
Ploeperpengel Sep 05, 2006, 01:31 PM Well for inspiration just watch LotR and take a look at Lothlorien;)
Ploeperpengel Sep 05, 2006, 01:34 PM http://equilibris.celestialheavens.com/images/bank_elven_tmb.jpg
Very small but best so far I found
here is the whole pic
http://equilibris.celestialheavens.com/images/bank_elven.jpg
woodelf Sep 05, 2006, 01:36 PM I kind of like that. Thanks.
It's non un-Elven to build on a stump? :eek:
Ploeperpengel Sep 05, 2006, 01:38 PM I kind of like that. Thanks.
It's non un-Elven to build on a stump? :eek:
You can make the top more treeish. will make the whole thing less stumpy:D
woodelf Sep 05, 2006, 01:43 PM I'm going to try making something on a stump, then I'll try something inside a large tree. After that I'll go back to my bridge connected buildings.
Ploeperpengel Sep 05, 2006, 01:49 PM Sounds pretty. Also have a look at what PL posted earlier about a woodelves house. That one should match in style somehow;)
Edit: but I can't find where he put it.
woodelf Sep 05, 2006, 02:06 PM Your edits aren't doing so hot. :p
woodelf Sep 05, 2006, 08:02 PM A building on a stump...
Other than the texturing, tell me what you think. What needs to be worked on?
Ploeperpengel Sep 05, 2006, 08:19 PM Maybe the "stump" should be streched a little-to make the whole structure more slim and elegant imo with some branches to hold the house and a treetop! Giving the whole thing the appearance of a living tree with the house worked around the trunk and the tree willing to carry it not forced to do so.-I hope this doesn't sound Feng Shui or something all though this could be the direction.:D
As it is we can use it as a granary already so you can also keep a version of it.;)
woodelf Sep 05, 2006, 08:29 PM You're not too Feng Shui yet Ploep. ;)
The problem with making the building in the trees is that to get any definition on the building you'd have to make the trees really tall. I'm trying to keep them the same height as the surrounding forests.
I could put a building into the trunks, but the trees would be monstrous. I'll see how that does look.
Ploeperpengel Sep 05, 2006, 08:33 PM If the trees are a bit larger than normal no problem. Elves won't build on small or even average trees for they have to be strong enough to carry a large family:D. They may be impressive;)
Edit: just make sure they don't take more place at the basement.
Gerikes Sep 05, 2006, 09:08 PM If the trees are a bit larger than normal no problem. Elves won't build on small or even average trees for they have to be strong enough to carry a large family:D. They may be impressive;)
Edit: just make sure they don't take more place at the basement.
If you need more house but less tree, I bet you could take two medium-sized trees and put the house between them.
Of course, the reason you probably say not to take up more base is that you're looking for a 1x1 plot on the city, so having multiple trees would probably take up 2x1 or 3x1. Unless you were to try out the custom no-LSystem XML tags, but with all the fun we've had with the normal LSystem I think we should just stear clear of that all together :P
Ploeperpengel Sep 06, 2006, 01:47 AM If you need more house but less tree, I bet you could take two medium-sized trees and put the house between them.
Of course, the reason you probably say not to take up more base is that you're looking for a 1x1 plot on the city, so having multiple trees would probably take up 2x1 or 3x1. Unless you were to try out the custom no-LSystem XML tags, but with all the fun we've had with the normal LSystem I think we should just stear clear of that all together :P
No way! I want to create city art;) I think nifediting vanilla cities using building models as attachment could be a way to go. But didn't try yet.
Wouldn't be needed of course if it's doable directly via max but so far I didn't see anyone doing this. The city nif seem a little different to others, sort of an atlasmap but 3D.
The reason why I asked not to increase the size of the basement is mainly motivated just to keep the proportions nice. The way I'm planning to do it I think wouldn't count much whatever place the model normally takes since I can scale in the viewer. But as I said I have yet to try it first. #Could be I'm totally wrong...
woodelf Sep 06, 2006, 05:16 AM I have a building set between 2 trees, but I forgot to post it here...I posted that one in FfH2 private forum. :p
Ploeperpengel Sep 06, 2006, 09:30 AM I have a building set between 2 trees, but I forgot to post it here...I posted that one in FfH2 private forum. :p
As a cityart or as building?
woodelf Sep 06, 2006, 09:32 AM Building. I don't make cityart.
Ploeperpengel Sep 06, 2006, 09:52 AM Building. I don't make cityart.
Ah ok I misunderstood. As soon you spy any info about a new cityart please inform me about it. I looked at the city nifs and think I can edit them the way I planned but additional info about that is allways appreciated.
woodelf Sep 06, 2006, 10:18 AM So we're on the same page...what do you mean by cityart? The actual buildings that make up the city when founded?
Ploeperpengel Sep 06, 2006, 10:27 AM So we're on the same page...what do you mean by cityart? The actual buildings that make up the city when founded?
Yep exactly.
woodelf Sep 06, 2006, 10:29 AM I can get no buildings to show up, but when I add buildings to that file or rename another nif the exact name I get nothing. It's bizarre.
I kind of like the barren look and you only add buildings as you build them.
Ploeperpengel Sep 06, 2006, 11:14 AM That's bad. Looked so easy.:( I guess those Buildings would have to take an exact position like buttons in an atlasmap will be difficult to find out-if's possible at all. I'll check this now.
woodelf Sep 06, 2006, 11:24 AM Yeah, I asked Kael and he said the FfH religion specific buildings are just skin jobs. :( I want new cityart! Maybe I'm missing something real easy? Maybe I should leave the shadows and try to build right on top of them and on all of them? Hard to say, but I'm going to look into it again tonight. I might just copy that last elf house into that file and copy it 20 times and fill every shadow and see what happens.
Ploeperpengel Sep 06, 2006, 11:40 AM Good I'll try as well.:)
Ploeperpengel Sep 06, 2006, 12:14 PM Ok my first experiment. I replaced some ancient building with modern city buildings and got this strange result:
http://img349.imageshack.us/img349/3079/civ4screenshot0000gb7.th.jpg (http://img349.imageshack.us/my.php?image=civ4screenshot0000gb7.jpg)
Woodelf could you try something for me. Import an existing cityart in max and reexport it to see if it's still ok?
Rabbit, White Sep 06, 2006, 12:48 PM Looks to me like the new buildings take on the textures from the old ones. If you want modern and ancient buildings to be part of the same city set it seems like you'll need to copy the modern city texture into the same folder under a different name and reassign it as the texture for any modern buildings you add.
I already did some quick experimentation with city set, and seems like the easiest thing to do is make new buildings fit in "footprint" with the original ones. Although I'm pretty sure it's fairly straightforward adding new sizes and then just adjusting the XML to take them into account. The catch is that while it's straightforward there's a lot of stuff to do, not the least of which is if you add a new size, figuring out how to properly position it in the city so it doesn't clash with the other ones.
Anyway, on a building by building basis it shouldn't be any different than regular buildings. Just merge your model into an existing set and put it under the desired node based on its size and that should be it.
P.S. I apologize if I didn't address some specific point, as I only scanned the previous posts. Let me know if I missed something.
Ploeperpengel Sep 06, 2006, 01:02 PM Yep you missed the aim of the project. This was just a test to see if it's possible at all to change the citynifmodel in the viewer. Because woodelves test to add a building didn't work. I don't want modern buildings in ancient cities but completly new models for the fantasy civs;)
Thx for the tip with the dds I expected this to work as normal but I'll try reassigning new texturenames.
Questions: think it could work adding three 1x1 leafs on a 3x1 leaf i.e.?
Did you already import cities in max and if so did it work after reexport as well?
Gerikes Sep 06, 2006, 01:10 PM Questions: think it could work adding three 1x1 leafs on a 3x1 leaf i.e.?
I don't think so. From what I know about the LSystem, it places them for you, so you can't garentee that your buildings will be adjacent to each other unless you screw around with the ability to not use the LSystem (like walls and aqueducts do).
Ploeperpengel Sep 06, 2006, 01:13 PM I don't think so. From what I know about the LSystem, it places them for you, so you can't garentee that your buildings will be adjacent to each other unless you screw around with the ability to not use the LSystem (like walls and aqueducts do).
The question is is the Lsystem refering to the nifnodes or the meshes within the nodes. I'd guess the first is the case. So if I place more than one attachment into a node I thought this maybe should work-maybe better not think I'll just try:D
Rabbit, White Sep 06, 2006, 01:15 PM No I haven't imported any existing city models because there's nothing there I could use. I was going to simply create some new meshes and plug them into the existing city NIFs.
What did woodelf do when he tried adding buildings to the city NIFs? Because adding just a building isn't enough. At the very least one needs to create a properly named node (although maybe the name could be anything as long as it's used in the XMLs properly) and of course modify the XMLs accordingly.
As far as three 1x1 leafs on 3x1 leaf, are you referring to NIF files or the XML? If it's nif then I don't see why it shouldn't work but it'll be just like if you modeled three buildings but used them as "one building". I'm not sure what's the point of that.
In any case, when I was talking about new buildings fitting in within the footprint of the old ones, that of course doesn't mean it has to have the exact same size and shape. It just means that as long as the new building fits within the bounds of an old one, then when the city is "constructed" you won't have any problems with buildings intersecting and mixing up with each other, since their positions have already been preplanned in such a way as to avoid that.
Ploeperpengel Sep 06, 2006, 01:22 PM Ah that I wanted to know. So I won't need to modify existing citybuildings because of special material or something but can use any I like. The point of putting several attachment into one node is simply having some woodelfbuildings surrounded by plants, trees i.e.;)
I don't know exactly what woodelf did but he scared me:D
woodelf Sep 06, 2006, 02:17 PM I scare myself honestly...
Ploeperpengel Sep 06, 2006, 02:26 PM So now it seems we'll BE able to have new cityart all I need is a LOT of new buildings:D I wil do the nifediting in.
woodelf Sep 06, 2006, 02:32 PM If you look at the an_eu nif there are 18 buildings. They all look somewhat the same, but are all different.
From there creating a new building for every one built will be an undertaking, but probably decent fun. :)
Let me try something...
woodelf Sep 06, 2006, 02:55 PM I honestly don't understand why I can't simply take the an_eu nif, import it, remove the default buildings, merge new elf buildings onto the same shadow plots, save as an_eu nif and then swap it in game. :confused: When I do this I get a blank terrain upon founding a city. Wierd. When someone solves this I'll be thrilled!
woodelf Sep 06, 2006, 06:30 PM Am I getting closer to a WoodElven home?
http://img59.imageshack.us/img59/1190/treehouse0000it6.th.jpg (http://img59.imageshack.us/my.php?image=treehouse0000it6.jpg)
Ploeperpengel Sep 06, 2006, 06:47 PM Definitly! But the branches look at bit strange imo.
woodelf Sep 06, 2006, 06:52 PM Definitly! But the branches look at bit strange imo.
There's only one branch and it's just there for no real reason. :)
The other grey thing is the chimney. :p
Ploeperpengel Sep 06, 2006, 07:25 PM There's only one branch and it's just there for no real reason. :)
The other grey thing is the chimney. :p
:lol: ok maybe better cut it of and shorten the branche a little.
Edit:An invisible city is quite nice as well:D
ok no seriously I don't get how you managed to wipe off the whole city. I placed a castle in the citynif and it didn't show(just the castle) but the rest was still ok. I guess it was to big to fit into the "footprint" which seems to be of the size of the original building and not the shadow.
woodelf Sep 07, 2006, 06:59 AM I agree about the tree branch, but the chimney stays! :p
Wiping the entire city was actually easy, but it wasn't what I was shooting for. I can send you the an_eu.nif I use now if you want. And I have the ground set to grass instead of that horrid ancient tile set.
The only problem I see with an empty city is that it's truly empty until you build something. The initial city gets the palace so it looks fine, but new cities have nothing but grass. You could probably fiddle with "free" buildings that appear when a city is founded though. These could be no value cheap housing. ;)
Ploeperpengel Sep 07, 2006, 07:56 AM Err that "chimney" is bigger than the house!:crazyeye: Ah well it's you who will live in it...
I couldn't solve the riddle tonight. Instead I added a lot of units again with formations. But send me the file I'll have a look at it. Maybe I find something later but now off to bed...
btw the formations seem to work with warlords without any workaround - clearly better performance:)
woodelf Sep 07, 2006, 08:01 AM The chimney isn't that big!
Ploeperpengel Sep 07, 2006, 08:05 AM The chimney isn't that big!
It's almost reaching out of the screen!:p
woodelf Sep 07, 2006, 08:46 AM The chimney is the L shape on the right side, the branch is going left. :crazyeye:
Ploeperpengel Sep 07, 2006, 09:47 AM I know I meant the L. It really hurts! Btw already noticed this smiley?:sheep:
:lol:
woodelf Sep 07, 2006, 09:53 AM Why is there a smilie for that? That is bizarre!
Rabbit, White Sep 07, 2006, 10:35 AM Because sometimes the only way to describe an emotion is with a rope-jumping sheep, and you can take that to the bank!...
:banana: :dance: :sheep: :banana:
Go, go sheep, it's your birthday!
We gonna party like it's your birthday!
:band: :bounce: :banana:
woodelf Sep 07, 2006, 12:05 PM Fine, I'll ride the sheep train.... :sheep:
neener Sep 07, 2006, 01:28 PM I can't offer any advice on the whole cityart issue, but I can give feedback on Woodelf's building!
My advice would be to use an alpha map to produce selective transparency on a two-sided plane so that you can get a really leafy look to the tree, as opposed to just a big lump of polygons coloured green. I'm currently working on a big nasty-looking Ent which uses the same technique, so I'll upload it later on today and show you what I mean. To be honest I'm pretty excited that I got double-sided planes with opacity to work, because it really opens up a ton of possibilities.
woodelf Sep 07, 2006, 02:14 PM Thanks neener. Any help would be wonderful since I don't know what an alpha map really is. :blush:
neener Sep 07, 2006, 03:33 PM Hehe. An alpha map works similarly to a gloss map, if you know how to do those. Basically it's a channel of an image (you normally have three channels: Red, Green and Blue) that is black and white. You tell Max to use the alpha channel as an Opacity map, and then the white parts of the alpha map will show up as fully opaque, while the black parts will be fully transparent. So for something like your trees, you could make the gaps between the leaves transparent, and therefore look more like trees.
A quick google search finds this, which sort of explains what I mean:
http://www.vterrain.org/Plants/Alpha/index.html
woodelf Sep 07, 2006, 03:37 PM :p
As Rabbit will tell you...I don't understand gloss yet either. :)
Thanks for the link, I'll check it out.
woodelf Sep 07, 2006, 08:18 PM neener - is that alpha stuff done on the dds file or in max when you are adding materials? I'd like to get my trees to look "normal". Thanks
Rabbit, White Sep 07, 2006, 08:40 PM You should be able to get the transparency going by using an alpha channel when you create the texture. Are you using gimp or photoshop? In any case when you're working with the DDS you need to find the channels palette and add an alpha channel, then in it you use white to denote opaque and black for transparent (and greys in between). It's actually how the team color works only instead of making transparent it draws team color, but if you remove the teamcolor shader then units become transparent wherever they had team color before.
You shouldn't have to do anything special in max.
Oh and you do need to make sure that the settings/compression under which you save the DDS support alpha channel because there are some that don't.
woodelf Sep 07, 2006, 08:44 PM Thanks Rabbit. Here's a screenshot of 6 buildings I've made so far.
http://img217.imageshack.us/img217/1696/all60000os9.th.jpg (http://img217.imageshack.us/my.php?image=all60000os9.jpg)
So with my DXTBmp program I can open my dds file, add an alpha channel, make the changes you mentioned, and then resave it?
woodelf Sep 07, 2006, 08:47 PM I have over 12 types of DDS types to choose from! Which one do I pick now?
I basically loaded my tree dds, created an alpha (green), (Black), and template (grey), and then when I go to resave it I have way too many choices. Normally I select DDS DXT1. Still?
Ploeperpengel Sep 07, 2006, 09:05 PM civ normlly uses dxt 3. The alpha must be black;)
Rabbit, White Sep 07, 2006, 09:10 PM Yeah it should be DXT3, and I'm not sure what you're talking about with the green and black but the file should have four channels - RGB which is the texture itself and the Alpha which would be greyscale and control transparency.
Ploeperpengel Sep 07, 2006, 09:27 PM Yeah it should be DXT3, and I'm not sure what you're talking about with the green and black but the file should have four channels - RGB which is the texture itself and the Alpha which would be greyscale and control transparency.
Ooops I normally set it to black in dxtbmp but then I just noticed it's reassigend grey automatically for a reason I don't know so I guess why my skins still work normally is because of this. I never saw any function that set 4 channels in this program though:confused:
woodelf Sep 07, 2006, 09:31 PM I'm giving up on this for today...
I could simply go back to using Firaxis dds file, but it's huge and I was trying to save space with a smaller one. Maybe tomorrow my lightbulb will click on. :)
Rabbit, White Sep 07, 2006, 10:27 PM I attached a zip with three small tree textures. I cut them from the tree_1024 files so they look exactly the same and have the proper alpha channels. You should be able to use those.
However, I think you should use the original file unless you want to create a different looking tree texture. The reason is that this file is in the shared folder and I'm pretty sure that if you use it for your trees, even if you're only using a small part of it (obviously) you will not be wasting memory (due to loading a 1024 texture when you only need 128x128 section of it) but rather conserving it by using a resource that already loads into the game.
Do a simple test, use the trees_1024 texture but when you add the house to the game do not put the texture into the folder with the house, in fact, don't put it anywhere. Now, if you were to load that file in NIF viewer the trees would show up pink but in game they should look fine. If that doesn't work, then use the files I attached.
Psychic_Llamas Sep 08, 2006, 03:15 AM Hey all! sorry i havent been here for a while, ive been trying to focus on studying, i have exams in a few weeks and then im free!!!
@woodelf: those a quite good, but the leaves are a bit...bright green, and the trunks are a bit white.
also the Woodelf Palace i was working on is finished. i will upload it now and put a link here. i quite like it, its 1220 polys, but i think thats Ok for a palace, seeing as theres only going to be one of them. i dont know how to put buildings in game, so could one of you guys give it a try?
download here:
http://forums.civfanatics.com/uploads/71834/WoodelfPalace.zip
Ploeperpengel Sep 08, 2006, 04:47 AM Can you export it as nif?
woodelf Sep 08, 2006, 06:43 AM Thanks Rabbit. I was wondering if that dds file needed to be in each folder with the accompanying nif or not. I'll find out later this weekend.
woodelf Sep 08, 2006, 07:47 AM After much stewing I am really going to be steamed if that dds file doesn't have to be with the nif. I reskinned the leaves in all of my later models and it may have been unnecessary. :sad::mad::sheep: ;)
The lighter gray trunks are all brand new though since Firaxis has 4 sided trunks that look horrible when you stretch them. I made mine 8 sided and they work much better.
edit - steamed at myself, not the game. :sheep:
Thanks Ploep for turning me onto the sheep... :p
Psychic_Llamas Sep 08, 2006, 09:34 AM i have also just finished two more Woodelf Buildings, just 2 tree houses.
please take a look, there is a screen shot in the DL file:)
http://forums.civfanatics.com/uploads/71834/2WoodelfTreeHouses.zip
EDIT: And here is my Oak of Ages, the Wonder for the Woodelves, please take a look at this too, it also has a screenie in it:
http://forums.civfanatics.com/uploads/71834/OakofAges.zip
Edit2: i would have uploaded the screenshot of imageshack, but they are too big to go on there:D
Ploeperpengel Sep 08, 2006, 12:46 PM Thx PL. Now can someone please export them into nif format with a uvmap?
Psychic_Llamas Sep 08, 2006, 07:00 PM i have 2 more Tree houses and 6 ground houses, that should be pleanty shoulnt it? (i just need to skin them) i did some ground houses because we dont want the city to be ONLY tree canopies did we?
Ploeperpengel Sep 08, 2006, 07:08 PM i have 2 more Tree houses and 6 ground houses, that should be pleanty shoulnt it? (i just need to skin them) i did some ground houses because we dont want the city to be ONLY tree canopies did we?
No not only;)
woodelf Sep 08, 2006, 07:52 PM Good call Rabbit on the tree_dds file not needing to be in the folder to have an effect. :) I unnecessarily made my life way more difficult, but all is good now.
Rabbit, White Sep 08, 2006, 08:21 PM Good call Rabbit on the tree_dds file not needing to be in the folder to have an effect. :) I unnecessarily made my life way more difficult, but all is good now.
Good.
And I was thinking, it might be a good idea to try to apply this to as many other things as possible. Like for example if several units are using the same weapon that has its own texture (like let's say some axe or sword that I made) then instead of having the weapon's texture in each unit's folder, just put it in shared. At the very least it'll save a bit on space, and maybe will improve performance (if the engine is not smart enough to recognize on its own when a different object is calling for a texture it already has in memory).
woodelf Sep 08, 2006, 08:30 PM Here's a new version with pine trees flanking the palace instead of cheesy towers. I'm not thrilled about the thatch roof, but honestly, that's minor ATM.
http://img216.imageshack.us/img216/8356/palace20000eq5.th.jpg (http://img216.imageshack.us/my.php?image=palace20000eq5.jpg)
I know P_L didn't like the lighter trunks, but I hate everything being the same. Anyone else have thoughts?
Rabbit, White Sep 08, 2006, 08:42 PM Wait, so the tree leaves still don't have proper alpha even when using the vanilla texture?
woodelf Sep 08, 2006, 09:22 PM That is the Vanilla dds, yes.
neener Sep 10, 2006, 03:29 AM Hmm, the alpha is obviously still not working. Not sure what's happening there.
As for the colouring, I do agree that it's too light. You can probably darken it (and add more detail if possible) without blending into the background too much. The roof of the hut, for example, looks a bit too bright and yellow to me. You could do quite a lot with it (get a more thatched look, 'weather' it with moss, even put some leaves on it) without losing its distinctiveness.
Arexack_heretic Jan 07, 2007, 07:04 AM I think your problem is with the back-faces.
In Wings3D they show as having 'hole' texture, which translates as see-through.
That is as far as my civ4-alphalayer knowledge goes for now.
I suggest importing a few 'wildtype' trees into the houselots, they somehow look better.
They can be exported from a trees*.lif to obj, imported into your city obj, seperated into seperate objects and then moved around.
Only need a trees/WE-buildings fused dds.
Enchanted forest ideas: jungle with the palms replaced by decidious/evergreen trees.
change hue of trees.dds to show more golden, then add animation of fireflies or blue glow.
added mist is a good idea too.
----
addit:
alphalayers
OK. It is not the backfaces.
While playing with some trees and adding vines to the mix of textures, I find that the unused parts of the texturemap (trees1024) have 100% opague alpha. Not nice.
Anyone has any hints on how the alphalayers work and where it is kept?
solwen Jul 03, 2007, 07:12 PM Here are my suggestions for wonders and again it is only suggestions, don't want to minor the wonderful job already done:
_Empire:
The 8 Colleges of Magic
Leon Brachwurster Mechanic Menagery
The Automorial
The Thaumadivinator
Emperor Boris Fluvial Mausoleum
Strichenfloch Enrolment Post
(the former 5 are from the latest WH rule book)
The Suiddock
The Jade Griffon Altar
The Moot
Alde Weirde's Incunabulum
_Bretonnia:
Great Cathedral of the Holy Grail
_Tilea:
Mercenary Guilds Charter
Merchant's guilds Charter
_Araby:
The Great Bazaar
The Djiins Palace
_Cathay:
The great Bastion (great wall, easy the model and effects are already in :) )
Fireworks
_Nippon:
Tower of the Rising Sun
Thieves Guilds charter
_Ind:
Floating Garden
_Chaos:
_The March Fortress
_The Monsters Dale
_The Hill of Bones
_Great Monolith of the Horrid Beast
_Khemri:
The Spring of Eternal Life
The Black Pyramid
Pillar of Skulls
The Pyramid of Eternity
_Dwarves:
Great anvil of Doom
Bugman's Brewery
Engineer's Guilds Charter
The Hall of Kings
The Great Book of Grudges
The Gates of Karaz a Karak
Great Forges of the Thunder Mount
_Chaos dwarves:
The hammer of hashut ( ICBM with a chance to explose on the city launching it)
Obsidian Zigurrat of Hashut
_Ulthuan:
White Tower of Hoeth
Unicorn Gate
Eagle Gate
Griffin Gate
Phoenix Gate
Dragon Gate (perhaps these 5 gates could be simply forts land improvment i don't know)
Isle of the Dead
Tower of Stars
Vaul's Anvil
Glittering Tower Lighthouse
Sacred Shrine of Asuryan (Or phoenix flame's Shrine)
The Moving Isles
_Naggaroth
Blood Cauldron of Khaine
Altar of Ultimate Darkness
Watch Keeps Edification
_Athel Loren
Oak of Ages
Waterfall Palace
Tower of the Eternal Wood
Sentinels Stones
Beast Council
_Greenskins:
Da Idol of Gork and Mork
Gork and Mork Avatars (2 Huge armed siege towers)
_Ogres kingdom
Skytitan palace
_Beastmen:
The Tree of hangeds
_Lizardmen:
Stellar Pyramids of sky
Constellation Temple
Pyramid of Dawn
Obsidian Column
Other wonder possible:
The Black Library
Crater of Resurection
woodelf Jul 06, 2007, 06:25 AM I've long since figured out a lot of my texturing ills if there's ever a need for any of my older crap buildings.
Ploeperpengel Jul 06, 2007, 06:52 AM I've long since figured out a lot of my texturing ills if there's ever a need for any of my older crap buildings.
Sure. Still using that tanner and wheelwright of yours. If you can make those blend better with the terrain that would be awesome.:)
Ploeperpengel Jul 06, 2007, 11:19 AM Here are my suggestions for wonders and again it is only suggestions, don't want to minor the wonderful job already done:
_Empire:
The 8 Colleges of Magic(will be single "wonders with the opportunity to train the according mages)
Leon Brachwurster Mechanic Menagery(sounds fun-need fluff)
The Automorial (dito)
The Thaumadivinator (dito)
Emperor Boris Fluvial Mausoleum (dito)
Strichenfloch Enrolment Post (dito)
(the former 5 are from the latest WH rule book)
The Suiddock (definitly going in)
The Jade Griffon Altar (need fluff)
The Moot (maybe a feature that allows building of halfling units whoever has his cultural borders on it)
Alde Weirde's Incunabulum (need fluff)
_Bretonnia:
Great Cathedral of the Holy Grail (Greater Tempel already in)
_Tilea:
Mercenary Guilds Charter (yep)
Merchant's guilds Charter (yep)
_Araby:
The Great Bazaar (already in)
The Djiins Palace (already in as Palace of the Wizard Caliph - should enable building Djinns of course)
_Cathay:
The great Bastion (already in)
Fireworks (yes is planned)
_Nippon:
Tower of the Rising Sun (isn't that Highelven? - already in)
Thieves Guilds charter (yes planned)
_Ind:
Floating Garden (already in)
_Chaos:
_The March Fortress (need fluff)
_The Monsters Dale (dito)
_The Hill of Bones (dito)
_Great Monolith of the Horrid Beast (dito)
_Khemri:
The Spring of Eternal Life (planned)
The Black Pyramid (already in)
Pillar of Skulls (planned)
The Pyramid of Eternity (already in)
_Dwarves:
Great anvil of Doom (planned)
Bugman's Brewery (already in)
Engineer's Guilds Charter (planned)
The Hall of Kings (already in)
The Great Book of Grudges (Greater Temple of Ancestor Gods)
The Gates of Karaz a Karak (need fluff)
Great Forges of the Thunder Mount (dito)
_Chaos dwarves:
The hammer of hashut ( ICBM with a chance to explose on the city launching it)
Obsidian Zigurrat of Hashut
(need fluff for those 2)
_Ulthuan:
White Tower of Hoeth (already in)
Unicorn Gate
Eagle Gate
Griffin Gate
Phoenix Gate
Dragon Gate (perhaps these 5 gates could be simply forts land improvment i don't know)
->The gates will probably be features on my map graphically-giving defence bonus
Isle of the Dead (no it's a landmark-on my map)
Tower of Stars (yep)
Vaul's Anvil (planned)
Glittering Tower Lighthouse (already in)
Sacred Shrine of Asuryan (Greater Temple of Asuryan)
The Moving Isles (no these are landmarks)
_Naggaroth
Blood Cauldron of Khaine (Greater Temple of Khaine)
Altar of Ultimate Darkness (Should be a Greater Temple as well)
Watch Keeps Edification
_Athel Loren
Oak of Ages(Greater Temple of Kurnous and Isha)
Waterfall Palace (need fluff)
Tower of the Eternal Wood (dito)
Sentinels Stones (dito =Waystones?)
Beast Council (need fluff)
_Greenskins:
Da Idol of Gork and Mork (is this made up or fluff?)
Gork and Mork Avatars (2 Huge armed siege towers) (interesting)
_Ogres kingdom
Skytitan palace (need fluff)
_Beastmen:
The Tree of hangeds (not planned as civ just as barbs)
_Lizardmen:
Stellar Pyramids of sky (need fluff)
Constellation Temple (dito)
Pyramid of Dawn (dito)
Obsidian Column (dito)
Other wonder possible:
The Black Library(already in)
Crater of Resurection (need fluff)
A problem we have with all this civunique wonders still is we dont have many wonders civs can race for if we keep them all unique - on the other hand I couldn't imagine the orcs building the black Library - we definitly need an elegant solution for this or make up generic wonders.
Psychic_Llamas Sep 07, 2007, 07:55 AM I think one way we could get around that problem is to make civs of a similar Race can fight over wonders from their civ specific lists
ie Empire, Estalia, Tilea, Bretonnia and all human civs can fight for each others wonders, Elven civs can race for theirs, Dwarven civs likewise, Barbaric cives (ie Orcs, Gobbos, Ogres Chaos etc) can race for theirs, New World Civs, (Ie Lizardmen, Amazon etc) can race, Undead can race, Orental can race. and so on
and then , to give more competition, we could make civs of simalar idealistic standings race for specific wonder of that idealistic standing (im saying 'idealistic standing' rather than 'alignment' because i dont think alignment fits here, Dark elves arnt necessarily evil, just severly mislead. they certaintly dont like Chaos all that much, neither do Orcs etc. (plus Idealistic standing is broader :p)
So this means that civs like High Elves, Empire, Woodelves, Darkelves, Khemri, Lizardmen could race for wonders that are highly magic based.
whereas civs like Dwarves, Chaos Dwarves, Empire, Cathay, Tilea, Estalia, could race for wonders that are technology based.
Civs that are bent on World domination could race for wonders that assist this ideal ie Chaos, Orcs, Darkelves, Vampire Counts, Khemri, Skaven etc
Civs which are paranoid about defending their land could all gain access to defensive wonders, ie Cathay, Woodelves, Khemri, High Elves, Lizardmen etc
and so on and so forth
woodelf Sep 07, 2007, 09:45 PM Welcome back P_L!
I can't wait to see you crank out some more models.
Here's a thread (http://forums.civfanatics.com/showthread.php?t=242063) where I'm creating buildings for a Dragonia II mod. Some might work here.
Psychic_Llamas Sep 08, 2007, 08:19 AM Thanks woodelf :)
@ woodelf: did you notice you got a mention in the CIV 4 BTS manual? page 34 :p
anyway Because i got a new computer all my old 3dsMax files are scattered around the world (literally, i had to download half of them again:crazyeye: ) but i still cant find my old textures :mad: i must have forgotten to back the buggers up before i reformatted my comp.
SO, i know i Emailed them to a few people here before i reformatted, i think i sent them to Ploe and possibly woodelf but i cant remember exactly.
If anyone does still have my textures can you PLEASE email them back to me, or upload them here or i will have to go through all the modles and make NEW textures and i really dont want to have to do that :p.
Ploeperpengel Sep 08, 2007, 10:04 AM Just had a second look but as pmd no textures for HE buildings and the woodelfbuildings I have have strange textures as niffiles. I have no idea how to get a dds or bitmap out of these(I don't even know how it was possible to create this type of format for a texture). Would it be of any help to send you the niftextures - I mean can you import them somehow?
Psychic_Llamas Sep 08, 2007, 08:51 PM well it wouldnt hurt :)
i think im going to have to go through the tutorials i used again because i cant remember how i did that :crazyeye: oh well
Thanks ploe
Ploeperpengel Sep 09, 2007, 06:51 AM Stupid me! I just found the HE textures buried within a really messy folder:crazyeye: Sorry Pl here's the dl:
http://www.civfanatics.net/warhammer/files/PLBUILDINGS.rar
Psychic_Llamas Sep 10, 2007, 08:06 PM brilliant! thanks Ploe. thats just saved me days of redoing the textures. ill make a real start on this this arvo after uni.
solwen Sep 24, 2007, 08:58 AM _Leon Brachwurster Mechanic Menagery: This is (as the name say) a great menagery of monsters, exotic and common animals but all clockwork (with skulls and some bones of the represented creatures in the assemblage). mechanical flying vultures, steam powered manticores and a clockwork stegadon with an organ on it can be seen but other than that there is little fluff on it .But the picture of this menagery (WH 7th ed rulebook) shows it clearly deserve to be a wonder (perhaps empire only national wonder). Apparently it is like an itininerant carnaval so perhaps give happyness to the 6 biggest city of the player on the continent and give access to the mechanical steed (the new steel horse available to empire commanders in the 7th ed empire army book)
_The Automorial: A huge gothic empire style (so heavy on skulls and death with scyte statues and incenser) cathedral tower on wheels (looks like the spiral minaret wonder). The automorial seems to be something like 50meter high and a huge clockwork assemblage representing a chaos warrior fighting sigmar (maybe 20 meters high) is on the front of it. The automorial is something like 100 meters long and his sides are filled with canons shouting smoke and incense. It is tracted by countless flagellants. (perhaps a huge mobile unique unit that spreads sigmarism and spawn flagellants)
_The Thaumadivinator : Again a clockwork assemblage. Looks like a big sphere full of magical, mystical and symbolic appendices. Apparently it gives augurs to the persons using it. THe thaumadivinator is a college of magic invention and it caused several riots in the city where it was used. (maybe unhappyness in the city where it is created and bonus research)
_Emperor Boris Fluvial Mausoleum: Imperials seems to really love clockwork as this big boat is "manned" by giant size armoured mechanical skelettons (with clokwork skelletons playing music and reading holy texts). As the name states, this boat is the mausoleum of the emperor boris. (act as a temple for all cities linked by river to the city having the mausoleum perhaps)
_Strichenfloch Enrolment Post: You guessed it, again a huge clockwork thing. THis "enrolment post" (around 40 meters high) is a mechanical assemblage showing skelletons horsemen clad as imperial knights with mechanical animal playing flute and such. bronze angel playing trompets fly near this assemblage. THe fluff about it states it serves as an... enrolment post by attracting men to the the automatons and then inducting them into the army.
(+10%/25% to military unit production i'd say)
_The War altar: This is the war altar of the grand theogonist. A big griffon statue is on it and it is accounted for countless miracles. It is pulled by horses (unique unit i say)
_Alde Weirde's Incunabulum: Like a big encyclopedia about the od world and the foreign lands. (give map of the continent and perhaps gold).
_The March fortress: one of the house if Slaanesh, raised to celebrate hedonism, perversity and all deviances. The walls of this fortress are made of black stones with pink palpitating veins. A toxic fluid drops from this fortress and white and pink clouds englob it. The stones of this fortress are tied with the bones and bloods of slaanesh followers and of those who died during orgy. This fortress is also an insult to Khorn. The main use of this fortress is it's mill. In this mill, demons of Slaanesh throw carcass of others demons and mortals killed in battle. These corpse are then grind into a mixture used to reinforce castles and walls.
(act as a greater temple of Slaanesh and give defense bonus to other citiesor give 5 Bone mortar ressources that gives defense bonus to the player having it but spreading corruption on his lands)
_The Monsters Dale : Basically a very fertile jungle in the chaos waste. Dedicated to Nurgle, this corrupted jungle spawn countless monstruosities who spend their time killing and . .. .. .. .ing each others (to spawn more monsters)
(spread corruption and spawn chaos spawn or minor daemons)
_The hill of bones: A big Imperial crusade was slain in the chaos waste by the kurgans. Trapped, the imperials were slaughtered in a never seen magnitude. The bones of the imperials were left where they died and they formed a huge hill (30 meters high). This hill, haunted by the spirits of those who falled is now a sacred land (and even a temple in itself) to Khorn and chaos pilgrims comes from all around the wastes to see it.
(Greater temple of Khorn and give bonus xp or the frenzy promotion)
__Great Monolith of the Horrid Beast : Monolith to the glory of the primordial chaos (In the "tome of corruption" book, it is stated that followers of Chaos make monolith to their gods instead of temples so maybe it is a good idea)
solwen Sep 24, 2007, 09:26 AM _The Gates of Karaz a Karak : The armoured gates and castles protecting the entrance of the fortress who never falled. (with forts hidden in the moutains etc...)
(Perhaps a dwarf only national wonder who gives a lot of defense bonus)
_Great Forges of the Thunder Mount : The biggest forges in all the dwarf kingdoms using the heat and lava of the thunder mount volcanoe. This is where the dwarves made all the anvils of doom.
(perhaps act as the ironworks national wonder)
_The hammer of hashut : The chaos dwarves made a massive rocket using their advanced technology in this field. This rocket the size of a nuclear missile was nammed the "hammer of Hashut. It flew off course and nearly wiped out the city, but only a few goblin tribes were killed.
(easy, standard ICBM with a % chance exploding on the city launching it)
_Obsidian Zigurrat of Hashut: The great temple of Hashut with lava spewing from it and where slaves are daily sacrified into.
_Da Idol of Gork and Mork : Huge idols representating gork and/or Mork. Made of . .. .. .. ., left overs shinny things, corpse and stone. These idols greatly raise the Waaagh power (this is not made of, Storm of chaos book speak of them)
_Skytitan palace: (Ogre kingdoms army book). This beautiful palace made of marble belonged to the sky titans, a race of intelligent giants. The ogres slaughtered this race and took their palace. It is stated that this palace is big (big in giant concept so it must be really big) and really magnificient.
Near this palace where also the Countless mamoth herd of the giants
(give culture, gold and maybe food and/or ivory/elephant ressource)
_Crater of resurection/ spring of eternal life: People drinking from the water of this spring instantly die and raise as undead.
(bonus research and spawn skelettons)
_Stellar Pyramids of sky
Constellation Temple
Pyramid of Dawn
Obsidian Column : These 4 are temple of the old ones made when the former where still in Lustria. They are made on energy lines and allow the lizardmen to teleport vast army or wathever they want from one temple to the other.
(Act as airport but with only 4 buildable)
_Sentinels stones: Yes it's waystones
About the other wonders (beast council etc...), there are only landmark or building on the maps of the different army books. Apart from being stated as very important, no real fluff is found on them (at least, i have not found).
PL is surely more aware of the asrai wonders as i am.
Psychic_Llamas Sep 26, 2007, 10:17 PM Oak of Ages- the Oak itself is an immence oak tree taller than nay other tree in all of Athel Loren, in its side is a crevece which leads into the centre of the tree, every winter Ariel and Orion, the king and queen of the woods are encased in the sacred tree to re-energise and be reborn for every spring. During their encasement the forect creatures, treemen and dryads are distanced from the Asrai (woodelves) and some say they weaken. Whilst the king and queen were encased the Asrai guards are incresed dramatically to replace the lost dryads and treemen. This should only be buildable in the Woodelf capital city. it should increase happyness, GPP(magic Great person) and provide +2 EXP to units produced in the all woodelf cities (to the return of the king and queen every spring bringing new energy to the forest) and an extra +2 EXP to units produced in the capital (to represent the increase in Asrai guards during winter)
Waterfall Palace - should act as a second palace only for the woodelves. the waterfall palace dosnt have much fluff either but i think it was a palace built for an important noble family in the Asrai society. it is made from stone and living tres and streatches over a waterfall. must be built in a city with a river next to a hill/ mountain.
Tower of the Eternal Wood - was the home of an eccentric, hermit spell weaver. he created the tower from the very bones of the earth and locked himself inside for centuries. one day the tower was discovered open and empty, the hermit has vanished and and a lasting myster surroundes the tower... this could provide extra magic GPP because no one knows who the hermit was or when he reaperaed in society ir if he ever did. it couldalso incres research in the magic tech tree due to his notes and studies that were recovered from the tower.
Sentinels Stones - the sentiend stones are a series of monelits surrounding the boarder of Athel loren. these stones do not mark ley lines, ro crossings of magical energies, but instead mark sacred battle zones and graves of the Asrai and their enemies. these stones serve to warn travelers that they are entering Asrai lands and that they will be in danger if they pose a threat.
the sentinel stones could provide a free monelith (+1 culture and/or 'Military control' as discussed in the brainstorm thread) to each city. or alternately it could build a 'great wall' style wonder, which surrounds the boarders of the Asrai and increses culture/ Military control points in each city. it caouls also preven Barbs from entering boarders.
Beast Council- Beast counsil hasnt got much fluff about it but from what i can recall i think it was a miniature government beween the forest creatures, including dryads, treemen, and wild beasts such as Unicorns and wolves etc. this wonder could cause all animal based barbarians to become friendly with the woodelves and able to enter and leave the woodelf boarders freely. in adition, the city that builds it could be able to build animal units.
Bridge of Birds - there is a great bridge with ornate statues of birst of every description that spans one of the great rivers in Athel Loren. this could allow all Asrai units to carry birds as cargo? or give the bird trainer promotion to units built in the city allowing them to carry birds?
EDIT: i dont actually have my woodelf army book out at the moment, so this is all just from memory so some of it may be incorect :)
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