View Full Version : Resources Design
Duke van Frost Jun 14, 2006, 10:26 AM The Resources List (in alphabetical order):
Banana:
+1 Food
Tech: Calendar
Plantation: +2 Food, +1 Health
Barley:
+1 Food
Tech: Brewing
Brewery: +1 Food, +1 Commerce, +1 Health
Allows Bugmans Brewery
BloodBowl Tickets:
+1 Happiness
Wonder: Bloodweiser Stadium (provides 3)
Clam:
+1 Food
Fishing Boats: +2 Food, +1 Health
Coal:
+1 Production
Techs: Steampower, Mining
Mine: +3 Production
Allows certain Units
Copper:
+1 Production
Techs: Bronze Working, Mining
Mine: +3 Production
Allows certain Units
Corn:
+1 Food
Tech: Agriculture
Farm: +2 Food, +1 Health
Cow:
+1 Food
Tech: Animal husbandry
Pasture: +1 Food, +2 Production, +1 Health
Crab:
+1 Food
Fishing Boats: +2 Food, +1 Health
Deer:
+1 Food
Tech: Hunting
Camp: +2 Food, +1 Health
Dye:
+1 Commerce
Tech: Calendar
Plantation: +4 Commerce, +1 Happiness
Fish:
+1 Food
Fishing Boats: +3 Food, +1 Health
Fur:
+1 Commerce
Tech: Hunting
Camp: +3 Commerce, +1 Happiness
Gems:
+1 Commerce
Tech: Mining
Mine: +5 Commerce, +1 Happiness
Gold:
+1 Commerce
Tech: Mining
Mine: +6 Commerce, +1 Happiness
Grapes:
+1 Commerce
Tech: Brewing
Winery: +1 Food, +2 Commerce, +1 Happiness
Gromril:
+1 Production
Techs: Magic Forging, Mining
Mine: +4 Production, +4 Commerce, +1 Happiness
Horse:
+1 Production
Tech: Animal Husbandry
Pasture: +2 Production, +1 Commerce
Allows certain Units
Incense:
+1 Commerce
Tech: Calendar
Plantation: +5 Commerce +1 Happiness
Iron:
+1 Production
Techs: Ironworking, Mining
Mine: +3 Production
Allows certain Units
Ithilmar:
+1 Production
Techs: Magic Forging, Mining
Mine: +3 Production, +5 Commerce, +1 Happiness
Ivory:
+1 Production
Tech: Hunting
Camp: +1 Production, +1 Commerce, +1 Happiness
Allows certain Units
Marble:
+1 Production
Tech: Masonry
Quarry: +1 Production, +2 Commerce
Monsters:
+1 Commerce
Tech: Monster taming
Camp: +1 Food, +1 Production, +1 Commerce
Allows certain Units
Pig:
+1 Food
Tech: Animal Husbandry
Pasture: +3 Food, +1 Health
Premium Beer:
+1 Happiness
Wonder: Bugmans Brewery (gives 5)
Rice:
+1 Food
Tech: Agriculture
Farm: +1 Food, +1 Health
Sheep:
+1 Food
Tech: Animal Husbandry
Pasture: +2 Food, +1 Commerce, +1 Health
Silk:
+1 Commerce
Tech: Calendar
Plantation: +3 Commerce, +1 Happiness
Silver:
+1 Commerce
Tech: Mining
Mine: +4 Commerce, +1 Happiness
Spices:
+1 Commerce
Tech: Calendar
Plantation: +1 Food, +2 Commerce, +1 Happiness
Stone:
+1 Production
Tech: Masonry
Quarry: +2 Production
Sugar:
+1 Food
Tech: Calendar
Plantation: +1 Food, +1 Commerce, +1 Happiness
Warpstone:
+1 Production, +1 Commerce
Techs: Elemental Magic, Mining
Mine: +7 Commerce
Whale:
+1 Food
Whaling Boat: +1 Production, +2 Commerce, +1 Happiness
Wheat:
+1 Food
Tech: Agriculture
Farm: +2 Food, +1 Health
Duke van Frost Jun 14, 2006, 10:26 AM This seems to be a reserved spot!
Duke van Frost Jun 14, 2006, 10:27 AM !!I reserve this one also!!
Ploeperpengel Jun 15, 2006, 02:50 PM I think we should diverse the monsterressource after the next patch like they did it in civ3. This way mapmakers can put Griffonseggs, Trolllairs, Dragoneggs etc where they think it fits. Each of these ressources should be guarded by an immobile mommy:D (So we should xml some immobile monsterunitversions for the mapmakers to use)
Duke van Frost Jun 16, 2006, 09:25 AM I think we should diverse the monsterressource after the next patch like they did it in civ3. This way mapmakers can put Griffonseggs, Trolllairs, Dragoneggs etc where they think it fits. Each of these ressources should be guarded by an immobile mommy:D (So we should xml some immobile monsterunitversions for the mapmakers to use)
Good Idea, but first you could use the nifviewer again and put together a Monster resource with a griffon and a pegasus??
EDIT I´ll put up the resources list tomorrow, or the day after - already worked 2 hours on the lists for buildings/wonders.
Ploeperpengel Jun 16, 2006, 10:06 AM Not sure if I can nifedit this weekend but next week for sure. However they would be without animation. I still don't know how to get ressources animated. Griffon(panther) at least won't work with it.
woodelf Jun 16, 2006, 10:11 AM So the plan is to have monsters as resources ala D&D Mystara from CivIII? So if you have a road connected to an Orge resource you can build ogre units, for example? Personally I love that system.
Duke van Frost Jun 16, 2006, 10:12 AM Even without animations that would be better than those "Milkakühe" (cows painted in purple for a german chocolate company).
Ploeperpengel Jun 16, 2006, 10:13 AM Ok no problem;)
Duke van Frost Jun 16, 2006, 10:14 AM So the plan is to have monsters as resources ala D&D Mystara from CivIII? So if you have a road connected to an Orge resource you can build ogre units, for example? Personally I love that system.
was the same thing in the WH mod for civ3 i think, and thatīs a great system.
But I wouldnīt do it for Giants, Ogres and Halflings (Humanoids i.e.), I would rather make those units available to the races that do not naturally have them via the Dogs of War (Mercmod).
woodelf Jun 16, 2006, 10:17 AM That sounds perfect Duke. I could never convince Kael to do that with FfH so it's WHFB's gain. :D
Duke van Frost Jun 16, 2006, 10:19 AM That sounds perfect Duke. I could never convince Kael to do that with FfH so it's WHFB's gain. :D
Your own sidekick`s not listening to you? Better get that Robin costume from him right now!
But I think itīs good, that he didnīt pick up that idea - will diverse the two mods a even little more.
woodelf Jun 16, 2006, 01:01 PM I'm not sure if Kael opted for this idea or not, but I was hoping for mushrooms as a resource that only certain traited civs could see. In a CivIII mod I played it helped civs that couldn't farm or used mountains.
Psychic_Llamas Jun 17, 2006, 02:34 AM Dwarves, Dark elves, gobbos and skaven, should have "mushrooms" in mountain and marsh squares (if marshes get included)
Wood elves should get a special recource "Forest Spirits" which enables the building of Dryads, treemen, treekin and Spites( yes without the 'r')
Duke van Frost Jun 17, 2006, 08:45 AM Updated the first post with a list of the resources that are currently in the game.
Ploeperpengel Jun 17, 2006, 08:55 AM I definitly want Salpeter in! I think that' already somewhere in the forum but I can't find it. Do you know where?
Duke van Frost Jun 17, 2006, 09:00 AM maybe in the greenmod, don´t know but I´ll search around for it, don´t bother yourself - I´m also searching for Quality Timber, that is also somewhere on the forum.
woodelf Jun 17, 2006, 09:28 AM Quality Timber is in TAM.
Ploeperpengel Jun 17, 2006, 12:28 PM Instead of a griffon as monster I tried to design a Trolllair(I would prefer some simple eggs for griffons and Dragons with just different skins later and didn't want to produce stuff not used in future releases). However I got a transparency problem with the trolls ears and don't know how to fix that. Do you think we can live with that or better I take the ears off?
screen:
http://img277.imageshack.us/img277/9286/civ4screenshot00009ql.th.jpg (http://img277.imageshack.us/my.php?image=civ4screenshot00009ql.jpg)
Would you like to skin the mine afterwards, Duke?
Btw: I played around with the animations but they won't repeat so what we get is a troll fixed in different positions for resource default, normal, worked and not worked. you can play with that by simply switching names of the kf-files I'll send after you tell me about the ear-thing. It will play the animation for a short time in the worldbuilder but freezes afterwards. At least it will indicate if the resource is worked on or not.
woodelf Jun 17, 2006, 12:45 PM Personally I can live with that. Don't sweat the small stuff yet. ;)
Duke van Frost Jun 17, 2006, 03:02 PM To be true, I don´t like the mine.
looks more like an improvement than a resource to me. But since we all seemm to love democracy - let´s get some votes on it (not a poll).
And for the next release I´d like to have at least 2 different monster for this resource, since it will be for many different Units (or not).
But anyway it´s a good try (you can always get better, I know for sure).
As a side note: I loved the Griffongate, I´ll send you the skin tomorrow, but I couldn´t decide if it should be more yellow, red, or blue (you´ll see what i mean).
Ploeperpengel Jun 17, 2006, 03:14 PM To be true, I donīt like the mine.
looks more like an improvement than a resource to me. But since we all seemm to love democracy - letīs get some votes on it (not a poll).
And for the next release Iīd like to have at least 2 different monster for this resource, since it will be for many different Units (or not).
But anyway itīs a good try (you can always get better, I know for sure).
As a side note: I loved the Griffongate, Iīll send you the skin tomorrow, but I couldnīt decide if it should be more yellow, red, or blue (youīll see what i mean).
I was planning this for Trolls only in future releases and as I said the mine would of course have to be reskinned to look more like a lair. Some garbage and bones would be good. Or don't you like it as model at all?
Duke van Frost Jun 17, 2006, 03:18 PM Could you post a screenshot where the "troll lair" is right next to a vanilla mine for comparison (Ican´t see if you made the lair smaller now).
Or just post if the lair is "significantly smaller than the vanilla mine.
And: sorry, I seem to not totally have gotten your post before - thought this was meant to be the "monster" resource for the next release.
Duke van Frost Jun 17, 2006, 03:26 PM And I´ll do some eggs with different skins tomorrow.
Should be easy, but it´s a good idea, at least for some monsters, like griffons and dragons etc.
EDIT: they will get a nest of course!
Ploeperpengel Jun 17, 2006, 03:28 PM Well yes it's planned for both. Monsters in next release and later trolls only since other monsters will get other arts. I don't see no sense in making a new art resource we won't use later just to have the next release and only that one look better.
The size of the model can easily be scaled in xml. On the screeny it's scaled like the cow in vanilla and as such showing slightly bigger than the normal mine.
Btw I know that it isn't perfect(transparancy apart from the skin) but you said earlier everything would be better than pink cows:D
So want me to post it or think it's not worth the effort skinning it?
Duke van Frost Jun 17, 2006, 03:33 PM OK, then IMO maybe we should see if we can use one of the "eggs" I come up with for the next release, but this troll lair is very nice (maybe smaller mine than the vanilla one and 2 trolls?) for a troll resource.
Ploeperpengel Jun 17, 2006, 03:42 PM Ok no problem with that eggs instead.
I'm not sure about a second troll since ths will double the polycount again. But that's maybe not so bad just for a resource. As I said scaling would be easier via xml. The viewer mainly affects the proportions so if I scale down the lair and keep the size of the troll nobody would believe it's living in there don't you think?:D
Btw I'm not sure if a second troll would work at all, the troll is a very weird model because seZ rotated that a lot but I will try.
Duke van Frost Jun 17, 2006, 03:46 PM Ok no problem with that eggs instead.
I'm not sure about a second troll since ths will double the polycount again. But that's maybe not so bad just for a resource. As I said scaling would be easier via xml. The viewer mainly affects the proportions so if I scale down the lair and keep the size of the troll nobody would believe it's living in there don't you think?:D
Btw I'm not sure if a second troll would work at all, the troll is a very weird model because seZ rotated that a lot but I will try.
Youīre right, troll and cave have to be in the right proportions. And I donīt know anything about this NIFViewer-things, but I hope you succeed in adding a second troll - would look even better IMO.
Ploeperpengel Jun 17, 2006, 05:30 PM Ok I made two versions the cow.nif:D is with one the fx with two trolls(the latter broke the animation of the second troll but that's barely noticeable anyway that he stands like one of Leonardos studies. I still whould use the onetroll cow.nif but see for yourself I don't mind:
http://img89.imageshack.us/img89/122/civ4screenshot00002mr.th.jpg (http://img89.imageshack.us/my.php?image=civ4screenshot00002mr.jpg)http://img226.imageshack.us/img226/1738/civ4screenshot00013tu.th.jpg (http://img226.imageshack.us/my.php?image=civ4screenshot00013tu.jpg)
Uses cow animation:lol: Just to be clear this isn't an animation loop just a static position at least one of the trolls takes on if the ressource is worked on.
I couldn't solve the transperancyproblem unfortunatly. We'll have to live with it or drop it.
Psychic_Llamas Jun 17, 2006, 07:46 PM I really like that! its putridly perfect!
it would be cool if the 'lair' changed according to it's terrain, Ie snowy lair in tundra and ice, sandy lair in desert.
I like the 2 trolls.
woodelf Jun 17, 2006, 07:48 PM Shouldn't it be possible to change the lair according to terrain?
Ploeperpengel Jun 17, 2006, 08:13 PM Shouldn't it be possible to change the lair according to terrain?
Don't ask me, don't know.:confused:
Psychic_Llamas Jun 17, 2006, 08:25 PM *looks at Olleus* *looks at SeZ*
Duke van Frost Jun 18, 2006, 10:53 AM Cool thingy! Now that I have another look at it and with the 2 trolls instead of one and these nice little skulls :D Iīm really starting to fall in love with this one. with the green colour for the lair I got the impression that it will be looking really different from the vanilla mine :goodjob:
Iīll try some skins for it this evening (after korea played).
Duke van Frost Jun 18, 2006, 11:55 AM I´ll add an Improvement called Forest Cottage (or Woodelven Cottage?) to the game for the Woodelves. That way they can build cottages on Forests, because they will not be able to chop them down.
Any thoughts on this?
Ploeperpengel Jun 18, 2006, 12:16 PM Iīll add an Improvement called Forest Cottage (or Woodelven Cottage?) to the game for the Woodelves. That way they can build cottages on Forests, because they will not be able to chop them down.
Any thoughts on this?
Elven Cottage like in FFH wood be fine for now. They arranged the trees sorrounding the villages quite nicely there. Steel it there;)
Duke van Frost Jun 18, 2006, 03:27 PM I´ll have a look at it.
Psychic_Llamas Jun 19, 2006, 03:14 AM Elven Cottage like in FFH wood be fine for now. They arranged the trees sorrounding the villages quite nicely there. Steel it there;)
Haha! very punny woodelf!
yes i agree, just elven cottage works fine for me.
Duke van Frost Jun 19, 2006, 08:47 AM You donīt have to arrange the trees to those, cIV does that automatically itself (or did they do something special with those?)
pic of the trolllair (transparency problem still there):
http://img220.imageshack.us/img220/3645/trolllair6ft.th.jpg (http://img220.imageshack.us/my.php?image=trolllair6ft.jpg)
I included an WECottage in my latest files that only upgrades up to village (no town), because he food bonus plus the production from the woods is already good enough I think and woodelves wouldnīt want to build big settlements in the holy woods of Athel Loren. Iīll also change the gfx sometime soon, thats why i included extra folders for those improvements.
the lines for the UnitInfo.xml are the following (needed for workers):
<Build>
<BuildType>BUILD_WECOTTAGE</BuildType>
<bBuild>1</bBuild>
</Build>
And Iīll post the code for the Brewery Improvement also here:
<Build>
<BuildType>BUILD_BREWERY</BuildType>
<bBuild>1</bBuild>
</Build>
Will post these 2 also in the unitdesign thread.
Ploeperpengel Jun 19, 2006, 09:59 AM The trees suround the cottage in FFH not stand within the village. I thought it was made up.
Psychic_Llamas Jun 20, 2006, 02:59 AM what transperency problem?
PS that lair just get better and better each time i see it! good job!
Duke van Frost Jun 20, 2006, 03:06 AM what transperency problem?
Have a look at the ears, you can see the rest of the Wings that they are made from. you can see the terrain, where the "wings" are supposed to be transparent.
But If you didnīt recognize it, it seems to be no problem at all, or at least no big one.
Duke van Frost Jun 20, 2006, 03:09 AM And I managed to get the Cottages into the wood the right way.
Had to play around with the PlotLSystem.xml, because the Cottages, Hamlets, Villages use the L systems - otherwise you only get the gfx from the Pedia - but that´s a good thing because you can change the treecut and areacrop in there easily (move the trees nearer to or farther away from the Buildings).
Psychic_Llamas Jun 20, 2006, 03:18 AM could you post a screenie of the WE village? im curious, and dying to see it.
Duke van Frost Jun 20, 2006, 02:38 PM sorry, don´t have it here, forgot to copy that one. But you simply have to go to your worlbuilder and place a cottage into the woods and then imagine it with the woods a little closer to it.
That´s all i can give you for now - to skin it you have to mess around a lot with the PlotLSystem.xml and I was happy enough yesterday to get it working that way after 1 1/2 hours because I had to find out which line that corresponds to the normal cottage/hamlet etc. had to be erased for it - and that was only one line! Otherwise it didn´t show up at all! But I´ll do a reskin for it to blend it a liitle bit more into the woods (more greenish colours).
DutchJunkie Jun 20, 2006, 03:07 PM Dwarves, Dark elves, gobbos and skaven, should have "mushrooms" in mountain and marsh squares (if marshes get included)
Wood elves should get a special recource "Forest Spirits" which enables the building of Dryads, treemen, treekin and Spites( yes without the 'r')
The mushrooms are a great idea for Night Goblins! Ingame (Warhammer) it gives the fanatics great strength, so it would be awesome to add it to this mod!
Altough I can't see the use for Dwarfs, Dark Elves and Skaven.
The Wood Elves idea is awesome too! I'm thinking of an improvement on forests (no resource though .. ) Some sort of Shrine would do imo. It would be a nice idea for Daemons too .. small gateways to another dimension to harvest Daemons!
I dunno if it's mentioned yet, but I think the Empire needs 'The Moot' too (or a similar thing; should be an improvement .. ) to 'build' halflings. Gives me another halfling idea btw .. halfling cookpot: a smal catapult that throws the cooking pot to the enemy. That was a unit in an older Warhammer version (edition 5 I think .. )
Psychic_Llamas Jun 21, 2006, 02:22 AM why would dwarves not eat mushrooms??
DutchJunkie Jun 21, 2006, 03:01 AM why would dwarves not eat mushrooms??
that's true :mischief:
I tought of the mushrooms as acid mushrooms :crazyeye:
Ploeperpengel Jun 21, 2006, 03:05 AM There's a thread in the FFH forum where you two could discuss this;)
Psychic_Llamas Jun 21, 2006, 03:09 AM :lol: "what do dwarves eat" :lol:
but seriously, make the mushrooms a food resorce for the dwarves, darkelves, skaven (maybe woodelves, mushrooms in forests?) and gobbos, but giv gobbos an aditional benefit, say the beserker promotion or somthing for certain units?
DutchJunkie Jun 21, 2006, 03:15 AM :lol: "what do dwarves eat" :lol:
but seriously, make the mushrooms a food resorce for the dwarves, darkelves, skaven (maybe woodelves, mushrooms in forests?) and gobbos, but giv gobbos an aditional benefit, say the beserker promotion or somthing for certain units?
sounds perfect!
Ploeperpengel Jun 21, 2006, 03:38 AM Maybe later. Before we add more food resources we need playtesting. And to playtest we need to have a mod finished by next week.
Psychic_Llamas Jun 21, 2006, 03:40 AM yeh we know, we're only brainstorming for after that;) no harm in being a head of scedule hey?
Ploeperpengel Jun 21, 2006, 03:57 AM Yes I know P.L. but I have to check every post now and the threads are growing fast this way. I don't have anything against brainstorming though. So I think the solution would be you guys open another thread for afterpatch design brainstorming, there's plenty of space here but please understand we need to focus on certain aspects now on the working threads;)
Psychic_Llamas Jun 21, 2006, 04:05 AM true true, new thread on its way;)
Duke van Frost Jun 25, 2006, 10:47 AM could you post a screenie of the WE village? im curious, and dying to see it.
Hereīs a screenie of them, nothing big, only some cottages in the woods
http://img511.imageshack.us/img511/4991/forestcottages1tb.th.jpg (http://img511.imageshack.us/my.php?image=forestcottages1tb.jpg)
Iīll surely do some skinning for them, but youīll have to wait at least until the Playtesting-Phase for that.
woodelf Jun 25, 2006, 10:59 AM Very nice Duke. :goodjob:
Psychic_Llamas Jun 26, 2006, 03:10 AM Ah they are much better:D you can still see the trees!;)
Duke van Frost Jul 11, 2006, 07:17 AM Big news guys:
A new Resource just arrived, it´s a must-have for everybody living in the Old World
Tickets for the BloodBowl Cup that you can distribute to your people and with which you can also provide two other Nations.
Of course these make folks happy, so they give a +1 to Happiness (in fact Ploe and I wanted them to produce income too, but that option is not available for Resources right now, I hope our Python-Wizards will add this).
But be sure to first build the Wonder "Bloodweiser Stadium" so you have the right place to hold the event everybody in the Old World is watching via magical devices.
Ploeperpengel Jul 11, 2006, 09:08 AM Err generating income directly doesn't make sense if I think about. Lets just stick to happiness.
Duke van Frost Jul 11, 2006, 09:48 AM Then maybe the Stadium itself should produce some more income ( because Markets and Banks will give higher benefits than this wonder)
Ploeperpengel Jul 11, 2006, 10:20 AM another 50% is really powerful. especially combined with banks, markets etc. I think that would suffice.
Duke van Frost Jul 11, 2006, 10:27 AM another 50% is really powerful. especially combined with banks, markets etc. I think that would suffice.
Iīm not talking about another % modifier here, Iīm talking about raising the total income it produces.
But we should leave it for the HOT playtesting phase as it is now. We can see then if it is enough or to less or even to much.
woodelf Jul 11, 2006, 10:47 AM I know you guys have Ploep and the Duke and some others, but are there any resources/improvements you need modeled in 3ds max? I can't promise the same quality, but I can try. :)
Ploeperpengel Jul 11, 2006, 11:12 AM We need Corpses;) And also lots of buildings!
woodelf Jul 11, 2006, 11:17 AM Corpses sound interesting. Let me see how my human modeling is progressing.
Duke van Frost Jul 11, 2006, 11:22 AM You could try to do a new Model for the White Tower, because I don´t really like to use the Spiral Minaret for it.
Duke van Frost Jul 11, 2006, 12:52 PM @Woodelf:
I just remembered: we need something like a nest with Eggs in it that can be skinned in different ways for some of the monster resources.
If you don´t want to do them, please tell me, then I´ll have a look at my copy of 3dsMAX after 1 1/2 month of other stuff again.
woodelf Jul 11, 2006, 01:06 PM A nest with eggs sounds nifty. I can certainly try that. How many eggs? How big are the eggs compared to the nest? Is the nest made of tree branches or other materials?
Anything special about the White Tower?
Ploeperpengel Jul 11, 2006, 01:30 PM We need eggs for Dragons, Great Eagles and Griffons so I think you can take a guess;)
Make the White Tower look Highelvish not Woodelvish:D
woodelf Jul 11, 2006, 01:32 PM But all of the nests will be laying on the ground, yes? Or do you want one sitting in a tree, one near a cave, one elsewhere?
I have no idea if dragons lay more than one egg!
Ploeperpengel Jul 11, 2006, 03:06 PM I doubt it. It's hard to tell I never saw anyone:D
But maybe one large egg nif (I can attach some glowing effect in the viewer) for Dragons and three smaller ones for the other Monsters.:crazyeye:
You could place them on something like a natural Pillar or a very steep small Mountain or something. What ever you think does look best;)
woodelf Jul 11, 2006, 06:07 PM We are just connecting these resources via road, yes? No need to worry about improvements?
Ploeperpengel Jul 11, 2006, 06:18 PM Don't know yet. Just connecting via road might do now.
Duke van Frost Jul 12, 2006, 05:14 AM Sorry Woodelf, couldn´t hold myself back last night and already did one Version of the "Eggs".
Here`s a preview (needs some decent skinning):
http://img240.imageshack.us/img240/6417/monsterresource2tn.th.jpg (http://img240.imageshack.us/my.php?image=monsterresource2tn.jpg)
The thing itself was quite easy, but it took me about 4!!! hours to find out how I can make the Nests so they stick to the ground when placed on hills - the NifViewer really isn´t something for me.
woodelf Jul 12, 2006, 05:20 AM Wow, very nice Duke. Don't be sorry as they look fantastic.
I don't use the nif viewer at all yet so I'm glad you took the time to figure it out. :p Now I can send raw models your way. :D
Duke van Frost Jul 12, 2006, 05:27 AM Yeah, yeah, *sighs* always a pleasure to be of help :p
Ploeperpengel Jul 12, 2006, 08:54 AM Those eggs look great! And good job with the viewer, Duke:D
seZereth Jul 13, 2006, 02:49 AM extreme nice stuff Duke!!!! P.S: we need more buttons, cant see those pinkies any more :(
Duke van Frost Jul 13, 2006, 07:30 AM Just a simple question: should we stick to the Trolllair for the next release or use the more generic "Eggs" version?
Comments are welcome.
Ploeperpengel Jul 13, 2006, 07:36 AM If we have the graphics then we can already diverse the resources now. We could use different skins for Griffons and Great eagles.
trolllair is for trolls
For ogres simply place the Ogre skin into the same folder and we have an Ogre lair too.
Just Giants are missing on the other hand they just could go without a resource since they are powerful individuals normally. Same with Dragons imo.
We must find a way to spawn less of these resources afterwards.
Duke van Frost Jul 13, 2006, 07:44 AM Iīm quite sure that thereīs a tag in the XML that defines the "amount" or probability of the spawning of resources.
I would like Resources being needed for Giants and Monsters also (you need to have a place to find them, after all)
And the idea that was mentioned before about "Momies" (immoble units of the same type as the resource) guarding those locations is a "must" IMO.
one Dragon for the Dragon resource, one Giant, two or three Griffons and the same for all the others - Iīd just love to have a band of Trolls guarding their lair :D
Ploeperpengel Jul 13, 2006, 07:56 AM Hm ok. Well have to come up with a Dragons treasure horde (hill skinned as treasure, and a large egg) and a Giants Lair(I can do this) then as well.:D
seZereth Jul 13, 2006, 08:16 AM this sounds extremely nice, get some rpg feeling into it!
Duke van Frost Jul 13, 2006, 09:36 AM Hm ok. Well have to come up with a Dragons treasure horde (hill skinned as treasure, and a large egg)
Shall this be used as the resource (I think you meant it that way, but am not sure)??
Then Iīll give it a go this evening/night
One question first: should Dragons only appear on Hills? I think that would be fitting.
Ploeperpengel Jul 13, 2006, 09:44 AM Yes hills only. In fact thats better for all of them. The flying creatures I would even put on mountains if they were passable.
About the rest yes resources(no productionboni, just the beasts). They should be linked by road, no need of improvements.(as Woodelf stated)
Duke van Frost Jul 13, 2006, 10:05 AM For which "Monsters" do we need resources (also Pegasus and Unicorn? Those could be place in woods - well at least the unicorn)
Dragon
Giant
Troll
Griffon
Pegasus?
Unicorn?
Darksteed?
Coldones? (or should we add those besides Horses? - ok we got no units for them right now, but they should be a prereq)
I fear we are getting too much resources that are needed this way, but they give no bonuses, so maybe it´s ok.
I think we should do all and sort them out in the playtesting-phase
Ploeperpengel Jul 13, 2006, 10:23 AM Hm one resource for every single monster could be too much. Ideas how we could generalize? Some Monsters maybe shouldn'd need monsterresources at all. I.e. Monsters which serve their masters willingly could go without resource like Great Eagles.(not Griffons, Pegasi I'm not sure).
Some demonic creatures like Manticore, Hellmount could have a building as prereq instead(like a Frankensteins study or simply a summoning circle -Duals Philostone - or Portal- which will need warpstone as resource to work)
Duke van Frost Jul 13, 2006, 11:04 AM Since the Pegasus is a MonsterI only for all civs that get it, it shouldnīt need a Resource IMO
Unicorn is only for Woodelves - so I also vote against a Resource there.
Problem with my system is that Ogres are only in the Orc Army right now, and Trolls only for Orcs & Goblins plus they are only MonsterI too - But Iīd just love to have the Trolllairs in the Game :cry:
Ploeperpengel Jul 13, 2006, 11:34 AM Yes I want that too. No worries. We can still just make some buildings prereq instead of resource(think about my suggestions above) or even Magic techs.
Ogres I thought would be good as mercenary(Lopez mod) monsters for allmost all civs but elves, Dwarfs and Bretonnians;)
They fit quite well into that design and not all civs will have access to monster resources but be interested in hiring them.
The bretonnian Pegasus shouldn't need a resource since they are part of bretonnian culture. Same thing with Eagles and Unicorns for Woodelves.
woodelf Jul 18, 2006, 07:36 PM Let me know what you guys think of my idea for the corpse resource. After some thought I realized making dead people would be as hard as making a real person so my brain started working OT and came up with the next best things to represent dead people rotting on the battlefield ------> vultures! Here they are in all of their glory as a "corpse" resource:
http://img80.imageshack.us/img80/7446/vultures0000rb0.th.jpg (http://img80.imageshack.us/my.php?image=vultures0000rb0.jpg)
They're on Roanoke :p, but the idea is sound no matter where they are. Mmmm good carrior eaters. ;)
edit - 6000th post! :woohoo:
seZereth Jul 19, 2006, 05:31 AM hehe those things look funny, the wings are a bid too... rectangulous ;) but you are right with vultures... perhaps we could do it in another way, like having just a 2D texture on the ground with corpses .. and above them the vultures ;)
woodelf Jul 19, 2006, 06:16 AM The damn wings were a pain in my ass. :) Adding a ton of polys to make feathers seemed a bit superfulous so I opted for simple and blocky.
I'd like to see a goblin riding one of them!
Duke van Frost Jul 19, 2006, 06:17 AM Maybe some tombstones would do the job.
woodelf Jul 19, 2006, 06:17 AM Maybe some tombstones would do the job.
I thought about that, but they aren't buried yet. :)
woodelf Aug 08, 2006, 09:28 PM Do we have a resource for acquiring liches or other undead? If not, I just finished a crypt (http://forums.civfanatics.com/showthread.php?t=181458) model that could be used.
woodelf Sep 03, 2006, 05:08 PM Any use for this, the basic Hobbit Hole resource. :p
http://img62.imageshack.us/img62/2231/hobbithole0000gt1.th.jpg (http://img62.imageshack.us/my.php?image=hobbithole0000gt1.jpg)
I suppose any ground dwelling creature could be found there as well. I took the standard grass dds file, but it might be too bright.
Ploeperpengel Sep 03, 2006, 05:25 PM :lol: not sure if's a good ressource but maybe we can use something like that as an improvement for the empire.
woodelf Sep 03, 2006, 05:40 PM Yeah, I was just playing around with adding stuff to existing terrain features. :)
Ploeperpengel Sep 03, 2006, 06:07 PM Since you're quite experienced with adding buildings now would you like to have a look at this as well?
http://forums.civfanatics.com/showthread.php?t=184756
I get out of clues with this problem.
woodelf Sep 03, 2006, 06:26 PM I've never even tried to deal with that Ploep. I simply add buildings for similarly sized buildings for screenshots. That XML file scares me.
Ploeperpengel Sep 03, 2006, 07:10 PM heh, still would intrest me if you got similar errorlogs with your new buildings after you added them. I guess you never replace but only add them to xml?
woodelf Sep 03, 2006, 07:19 PM Nope, I don't add any XML in my Test mod. I simply take the granary (for example) and change the 1 line of ART_DEFINES for the folder and nif.
I've heard such horror about the Civ4LSystem file that I've washed my hands of it. ;) For my buildings I don't need to mess with it. Kael said it was the 2nd hardest XML file to modify and that was enough warning for me.
Ploeperpengel Sep 03, 2006, 07:28 PM Nope, I don't add any XML in my Test mod. I simply take the granary (for example) and change the 1 line of ART_DEFINES for the folder and nif.
I've heard such horror about the Civ4LSystem file that I've washed my hands of it. ;) For my buildings I don't need to mess with it. Kael said it was the 2nd hardest XML file to modify and that was enough warning for me.
What did he said is the worst?
woodelf Sep 03, 2006, 07:37 PM What did he said is the worst?
:lol:
He never said and I didn't ask. :p
Ploeperpengel Sep 03, 2006, 08:28 PM :lol:
He never said and I didn't ask. :p
Coward! :p
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