View Full Version : Buildingdesign
Ploeperpengel Nov 24, 2006, 04:14 PM Buildings now in the mod(some gfx errors I noticed will be fixed next upload):
Palace(right now 15 different palaces-should we give different civs different boni or leave this diverse by gfx only?)
Academy
Carnival
Aqueduct
Bank
Herbalist
Juweler
Tailor
Hobbit Hole(Empire)
Graveyard(Sylvania)
Breeding Pit(Chaos, Orcs)
Barracks(civ: orcbarracks, tilea mercenary camp)
training yard
archery range(civ: elven range)
stable(civ: ungol stable)
cannon forge
Monument
Bloodbowl stadium
Castle(civ: 9 diverse gfxs)
Elder Council
Courthouse(civ: Dwarf Council, senate and family altar maybe should get other functions-senate=tilea palace i.e. or forbidden palace)
Drydock
Forge
Hunting Lodge
Granary
Grocer
Harbor(civ: Highelf Harbor)
Hospital(will take this out probably->replaced by sewer)
Sewers
Jail(civ: cage)
Gallow
Alchemists' Lab
Library
Lighthouse(civ: norse trading post)
Magic Forge
Market(civ: Forum(Tilea), Caravan House(Araby), Tsukiji(Nippon))
Tanner
Observatory
Siegeweaponworkshop
Slaughterhouse
Tavern
Theater(civ: pavillon(nippon-cathay))
University(3 civ gfx)
Walls(btw what about a hedge instead for Woodelves here?)
Watchtower(6 Gfx)
Watchstone(civ: Norse Menir, Herdstone, Obelisk)
Religious Buildings and Wonders we should spare for later discussion. First we should decide the values for the ordinary buildings we have and if we need more buildings or not.
Thx again Chamaedrys for your awesome work:)
So now lets have your thoughts:P
To Do:
wheelwright +2 exp to chariots
Arexack_heretic Dec 08, 2006, 04:59 PM The SHADOWS for the High Elven castle is corrupt.
(I think it employs obelisk.nif SHADOW as that is also called corrupt in the log)
LSystem.log:
Initial System for XML/Buildings/CIV4CityLSystem.xml:
------------------------------------------------------------------------
Nodes:
Emergency_Overflow: [w=0.5 h=0.5] [0 art, 1 prods]
<T> Leaf_1x1: [w=1.0 h=1.0] [90 art, 0 prods]
Node_2x2: [w=2.0 h=2.0] [0 art, 6 prods]
Node_3x1: [w=3.0 h=1.0] [0 art, 5 prods]
Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
EONode: [w=4.0 h=4.0] [0 art, 5 prods]
<T> Leaf_2x1: [w=2.0 h=1.0] [129 art, 0 prods]
Node_3x2: [w=3.0 h=2.0] [0 art, 4 prods]
Node_4x1: [w=4.0 h=1.0] [0 art, 4 prods]
<T> Leaf_2x2: [w=2.0 h=2.0] [70 art, 0 prods]
<T> Leaf_3x1: [w=3.0 h=1.0] [17 art, 0 prods]
Node_16x16: [w=16.0 h=16.0] [0 art, 3 prods]
Node_3x3: [w=3.0 h=3.0] [0 art, 3 prods]
Node_4x2: [w=4.0 h=2.0] [0 art, 5 prods]
CITY_ROOT: [w=16.0 h=16.0] [0 art, 1 prods]
<T> Leaf_3x2: [w=3.0 h=2.0] [32 art, 0 prods]
Node_2x1: [w=2.0 h=1.0] [0 art, 3 prods]
Node_5x6: [w=5.0 h=6.0] [0 art, 1 prods]
Node_6x5: [w=6.0 h=5.0] [0 art, 6 prods]
<T> BuildingsUsingCustomLayoutEngines: [w=1.0 h=1.0] [13 art, 0 prods]
<T> Leaf_3x3: [w=3.0 h=3.0] [29 art, 0 prods]
<T> Leaf_4x2: [w=4.0 h=2.0] [13 art, 0 prods]
Node_4x4: [w=4.0 h=4.0] [0 art, 3 prods]
Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
Node_8x8: [w=8.0 h=8.0] [0 art, 1 prods]
<T> Leaf_4x4: [w=4.0 h=4.0] [8 art, 0 prods]
Node_5x5: [w=5.0 h=5.0] [0 art, 6 prods]
Node_8x2: [w=8.0 h=2.0] [0 art, 1 prods]
------------------------------------------------------------------------
Initial System for XML/Buildings/CIV4PlotLSystem.xml:
------------------------------------------------------------------------
Nodes:
<T> BLeaf_4x4: [w=4.0 h=4.0] [2 art, 0 prods]
<T> GLeaf_2x1: [w=2.0 h=1.0] [4 art, 0 prods]
Node_2x2: [w=2.0 h=2.0] [0 art, 4 prods]
Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
<T> GLeaf_2x2: [w=2.0 h=2.0] [4 art, 0 prods]
Node_3x2: [w=3.0 h=2.0] [0 art, 3 prods]
PLOT_ROOT: [w=12.0 h=12.0] [0 art, 8 prods]
Water_Worked_4x4: [w=6.0 h=6.0] [0 art, 4 prods]
<T> BLeaf_1x1: [w=1.0 h=1.0] [66 art, 0 prods]
<T> GLeaf_3x2: [w=3.0 h=2.0] [4 art, 0 prods]
<T> Leaf_Water_Worked_4x4: [w=4.0 h=4.0] [1 art, 0 prods]
Node_12x12: [w=12.0 h=12.0] [0 art, 10 prods]
Node_4x2: [w=4.0 h=2.0] [0 art, 7 prods]
<T> BLeaf_2x1: [w=2.0 h=1.0] [114 art, 0 prods]
<T> BLeaf_4x3: [w=6.0 h=6.0] [1 art, 0 prods]
<T> GLeaf_4x2: [w=4.0 h=2.0] [4 art, 0 prods]
GNode_4x4: [w=4.0 h=4.0] [0 art, 1 prods]
<T> Leaf_Farm_4x4: [w=4.0 h=4.0] [10 art, 0 prods]
<T> Leaf_LandImprovement_4x4: [w=4.0 h=4.0] [11 art, 0 prods]
<T> Leaf_Water_Improvement_4x4: [w=4.0 h=4.0] [2 art, 0 prods]
Node_2x1: [w=2.0 h=1.0] [0 art, 4 prods]
<T> BLeaf_2x2: [w=2.0 h=2.0] [51 art, 0 prods]
Farm_4x4: [w=4.0 h=4.2] [0 art, 1 prods]
Node_4x4: [w=4.0 h=4.0] [0 art, 5 prods]
Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
<T> BLeaf_3x2: [w=3.0 h=2.0] [55 art, 0 prods]
<T> Leaf_Farm_1x1: [w=1.0 h=1.0] [7 art, 0 prods]
<T> BLeaf_4x2: [w=4.0 h=2.0] [7 art, 0 prods]
------------------------------------------------------------------------
building:Art/Structures/civbuildings/HIGHELVES/Palace/highelf_palace.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/civbuildings/HIGHELVES/Palace/highelf_palace.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/civbuildings/HIGHELVES/Palace/highelf_palace.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/civbuildings/HIGHELVES/Palace/highelf_palace.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Obelisk/Obelisk.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Psychic_Llamas Dec 08, 2006, 06:45 PM :wow: can you post screenies of them for us poor people who do not have Warlords? :D also can you post a pic of the current tech tree so i can see where buildings are? (you could also post those as teasers in the Bugs and Development thread to shut up Darkedone :p)
Id say make the walls for Woodelves the 'Wild Heaths' which surround Athel Loren (a stretch of rough terrain with poisonous plants and deadly animals etc generally not a nice place)
also you spelt "Juweler" wrong, its jeweller ;)
(i know im not one to talk, what with my atrocious spelling :p)
Arexack_heretic Dec 09, 2006, 11:51 AM I just posted a revised tree....in the Warlords latest version thread.
But I deleted most references to Units/buildings/spells and only kept religions as secondary info.
Arexack_heretic Jan 06, 2007, 06:18 PM Heh.
Is it Ok if I rob the lookout towers for improvements?
(I can't load several of our models in Nif-scope...) :(
Been playing around with towers.
Here is a WIP of a Wizard's Tower TileImprovement.
http://forums.civfanatics.com/uploads/102073/Wizard_s_Tower_WIP.png
Ancient fort for reference and source-material at the right.
Had it at this stage before, then WINGS DUMPED ME. :(
Anyhow, this model is still solid.
Is it 100%required to remove the unseen surfaces and cut the model into seperated planes with 'hole' as rear-texture?
Ploeperpengel Jan 06, 2007, 07:48 PM Looks great. Cuttin unseen planes is just for performance issues. It's not 100% required but recommended.;)
Arexack_heretic Jan 06, 2007, 08:04 PM hmm. I guess the Civ4 engine works with planes rather than vertices then.
As seperate planes always have the (shared) extra verts, even if you delete the unneeded planes.
I'm used to having to economise on vertices.
Having fun with the sticks from the ancient fortress... nice entrenchment taking shape. :D
Only need to look for a dirttexture.
You think I should add a layer of creeping vines, like the example?
(I already made a modified trees1024-texture, hopefully the alphalayer will work.)
Ploeperpengel Jan 06, 2007, 08:24 PM Vines would be cool but try to reduce texturesize if possible. Btw if Nifscope causes problems try the nifeditor provided with the maxtools instead.
Ploeperpengel Jan 06, 2007, 08:27 PM The SHADOWS for the High Elven castle is corrupt.
(I think it employs obelisk.nif SHADOW as that is also called corrupt in the log)
LSystem.log:
Initial System for XML/Buildings/CIV4CityLSystem.xml:
------------------------------------------------------------------------
Nodes:
Emergency_Overflow: [w=0.5 h=0.5] [0 art, 1 prods]
<T> Leaf_1x1: [w=1.0 h=1.0] [90 art, 0 prods]
Node_2x2: [w=2.0 h=2.0] [0 art, 6 prods]
Node_3x1: [w=3.0 h=1.0] [0 art, 5 prods]
Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
EONode: [w=4.0 h=4.0] [0 art, 5 prods]
<T> Leaf_2x1: [w=2.0 h=1.0] [129 art, 0 prods]
Node_3x2: [w=3.0 h=2.0] [0 art, 4 prods]
Node_4x1: [w=4.0 h=1.0] [0 art, 4 prods]
<T> Leaf_2x2: [w=2.0 h=2.0] [70 art, 0 prods]
<T> Leaf_3x1: [w=3.0 h=1.0] [17 art, 0 prods]
Node_16x16: [w=16.0 h=16.0] [0 art, 3 prods]
Node_3x3: [w=3.0 h=3.0] [0 art, 3 prods]
Node_4x2: [w=4.0 h=2.0] [0 art, 5 prods]
CITY_ROOT: [w=16.0 h=16.0] [0 art, 1 prods]
<T> Leaf_3x2: [w=3.0 h=2.0] [32 art, 0 prods]
Node_2x1: [w=2.0 h=1.0] [0 art, 3 prods]
Node_5x6: [w=5.0 h=6.0] [0 art, 1 prods]
Node_6x5: [w=6.0 h=5.0] [0 art, 6 prods]
<T> BuildingsUsingCustomLayoutEngines: [w=1.0 h=1.0] [13 art, 0 prods]
<T> Leaf_3x3: [w=3.0 h=3.0] [29 art, 0 prods]
<T> Leaf_4x2: [w=4.0 h=2.0] [13 art, 0 prods]
Node_4x4: [w=4.0 h=4.0] [0 art, 3 prods]
Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
Node_8x8: [w=8.0 h=8.0] [0 art, 1 prods]
<T> Leaf_4x4: [w=4.0 h=4.0] [8 art, 0 prods]
Node_5x5: [w=5.0 h=5.0] [0 art, 6 prods]
Node_8x2: [w=8.0 h=2.0] [0 art, 1 prods]
------------------------------------------------------------------------
Initial System for XML/Buildings/CIV4PlotLSystem.xml:
------------------------------------------------------------------------
Nodes:
<T> BLeaf_4x4: [w=4.0 h=4.0] [2 art, 0 prods]
<T> GLeaf_2x1: [w=2.0 h=1.0] [4 art, 0 prods]
Node_2x2: [w=2.0 h=2.0] [0 art, 4 prods]
Node_6x6: [w=6.0 h=6.0] [0 art, 9 prods]
<T> GLeaf_2x2: [w=2.0 h=2.0] [4 art, 0 prods]
Node_3x2: [w=3.0 h=2.0] [0 art, 3 prods]
PLOT_ROOT: [w=12.0 h=12.0] [0 art, 8 prods]
Water_Worked_4x4: [w=6.0 h=6.0] [0 art, 4 prods]
<T> BLeaf_1x1: [w=1.0 h=1.0] [66 art, 0 prods]
<T> GLeaf_3x2: [w=3.0 h=2.0] [4 art, 0 prods]
<T> Leaf_Water_Worked_4x4: [w=4.0 h=4.0] [1 art, 0 prods]
Node_12x12: [w=12.0 h=12.0] [0 art, 10 prods]
Node_4x2: [w=4.0 h=2.0] [0 art, 7 prods]
<T> BLeaf_2x1: [w=2.0 h=1.0] [114 art, 0 prods]
<T> BLeaf_4x3: [w=6.0 h=6.0] [1 art, 0 prods]
<T> GLeaf_4x2: [w=4.0 h=2.0] [4 art, 0 prods]
GNode_4x4: [w=4.0 h=4.0] [0 art, 1 prods]
<T> Leaf_Farm_4x4: [w=4.0 h=4.0] [10 art, 0 prods]
<T> Leaf_LandImprovement_4x4: [w=4.0 h=4.0] [11 art, 0 prods]
<T> Leaf_Water_Improvement_4x4: [w=4.0 h=4.0] [2 art, 0 prods]
Node_2x1: [w=2.0 h=1.0] [0 art, 4 prods]
<T> BLeaf_2x2: [w=2.0 h=2.0] [51 art, 0 prods]
Farm_4x4: [w=4.0 h=4.2] [0 art, 1 prods]
Node_4x4: [w=4.0 h=4.0] [0 art, 5 prods]
Node_6x2: [w=6.0 h=2.0] [0 art, 4 prods]
<T> BLeaf_3x2: [w=3.0 h=2.0] [55 art, 0 prods]
<T> Leaf_Farm_1x1: [w=1.0 h=1.0] [7 art, 0 prods]
<T> BLeaf_4x2: [w=4.0 h=2.0] [7 art, 0 prods]
------------------------------------------------------------------------
building:Art/Structures/civbuildings/HIGHELVES/Palace/highelf_palace.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/civbuildings/HIGHELVES/Palace/highelf_palace.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/civbuildings/HIGHELVES/Palace/highelf_palace.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/civbuildings/HIGHELVES/Palace/highelf_palace.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
building:Art/Structures/Buildings/Obelisk/Obelisk.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
A whole bunch of Shadownotes are reported to be corrupt but that is true for vanillabuildings as well(Obelisk i.e.) and doesn't seem to cause any trouble.
Arexack_heretic Jan 06, 2007, 08:29 PM I'm just using (and editing) the textures already in the game. The trees texture had an empty spot I could use.
The greenstuff in the pic is a hi-rez texture of moss, just to give me an impression where the ground is supposed to be. plus it looks nice and plush.
Gonna leave the entrenchments and try for a stockade. :)
Ploeperpengel Jan 06, 2007, 08:34 PM I'm just using (and editing) the textures already in the game. The trees texture had an empty spot I could use.
The greenstuff in the pic is a hi-rez texture of moss, just to give me an impression where the ground is supposed to be. plus it looks nice and plush.
Gonna leave the entrenchments and try for a stockade. :)
Excellent:thumbsup:
Ploeperpengel Jan 07, 2007, 10:44 AM Ok need feedback here. I'll set up a to do list in the first post for buildings we still need(right now only wheelwright but that's surely not enough)
Chamaedrys Jan 07, 2007, 12:51 PM Ok need feedback here. I'll set up a to do list in the first post for buildings we still need(right now only wheelwright but that's surely not enough)
Hm, woodelf had allready made a wheelwright:
http://forums.civfanatics.com/downloads.php?do=file&id=2125
Ploeperpengel Jan 07, 2007, 01:45 PM Hm, woodelf had allready made a wheelwright:
http://forums.civfanatics.com/downloads.php?do=file&id=2125
Yeah I was thinking of that but couldn't find the link, thx!
Will put it into the game for next version.
So what else do we need? - speaking of generic buildings first.
Arexack_heretic Jan 09, 2007, 10:19 AM -Wooden lookout tower with a likeness to the CIV3 one.
(I have a nice icon, but all attempts to model the tower dont' look right.)
-Wizard's Tower Improvement building WIP. (see above)
-Ancient Woods WIP. (2x/3x the size of normal trees.)
(Very pretty, but how todo the big shadows without a new-textures file?)
-Small modular WE treehouses for pasting onto the Big trees.
-Dead woods: PIP. perhaps a reskin using the bare-branches part of the vanilla trees1024 texture will suffice. (for now; I'd like swampgas or mist)
{-Tree of Ages: PIP. WE ReligiousWonder (Glade is Palace) could be similar to ancient trees, but even bigger and with fire/axe damage}
{-flint resource? (for stone weapons/ancienttime woodcutting)}
-Armourer for manufacture of platemail etc.
-wall of brambles or dense thickets. (WE citywall/fortification)
-fields of battle. (with deadguys.)
Sorry can't think of many city-buildings.
I did think of another thing: Barraks.
As we have various buildings to boost NewUnit XP, why not make barracs give one or two free units. (upkeep)
This partially will solve the units sapping all money away.
Ploeperpengel Jan 09, 2007, 11:03 AM I could think of barracks giving higher discipline->moral increasing promotion for free.
Chamaedrys Jan 10, 2007, 02:59 AM I think it depends on the civ:
-the empire, araby, indus and cathay have traditional barracks with an xp or dicipline bonus
-kislev could be able to draft more units
-bretonia with its feudalistic system could get units.
-tilea get a rebate for hiring mercenaries.
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