woodelf
Apr 02, 2007, 04:34 AM
Does anyone remember why Belizan and matthewv set up buildings to have a normal version and a flavor version? This is why we get doubles in the tech tree, but I can't find a benefit... :confused:
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View Full Version : Buildings woodelf Apr 02, 2007, 04:34 AM Does anyone remember why Belizan and matthewv set up buildings to have a normal version and a flavor version? This is why we get doubles in the tech tree, but I can't find a benefit... :confused: joelwest Apr 02, 2007, 04:43 AM Does anyone remember why Belizan and matthewv set up buildings to have a normal version and a flavor version? This is why we get doubles in the tech tree, but I can't find a benefit... :confused: I thought this only happened when playing a non-Moon map??? woodelf Apr 02, 2007, 04:58 AM Well...that might be the case, but I never played non-Moon maps. I still don't know why they did this. joelwest Apr 02, 2007, 07:53 AM this post is copied from post 852, page 43, of main SotM mod forum. my later posts in this thread will try to parse this material for development work. ============================================= solar collectors, glasshouses, & customs outposts, an analysis . . . ============================================= OK. I played the mod for a bit in chieftain. I liked the sometimes huge differences from vanilla civ but I also had some issues: I couldn't build solar collectors because they're only buildable on flatlands. But it was nevertheless quite fun, have to try it on warlord. are solar collectors implemented? they never were an option with either a Moon-map or a land-map using version 0.23. I assumed they were vaporware like boreholes, etc. NOTE: Glasshouses are not vaporware, but are only available with a Moon-map based version of the game. What follows is a spoiler regarding their optimum use. I originally went hog wild with Glasshouses, but soon came to realize that custom outposts are a better long term improvement. (I had to systematically replace all the useless Glasshouses in the mature cities of my empire.) one Glasshouse at most is usually enough to help keep a city growing as it builds its food improvements. a Glasshouse is preferably built on a polar tile since it also produces a hammer to aid in the effort to get the food production improvements built. I found that only cities started on an island in a dust sea are so food poor that multiple Glasshouse are necessary. in any case, once a city reaches or nears its pop limit Glasshouses serve no useful purpose and need to be replaced with customs outposts. the only rationale to keep Glasshouses is that the game rewards your score based upon population in your cities. however I found it better myself to have smaller cities producing more income from customs houses. this enables more coin to be able to either found new cities or zip through the tech tree. the only caveat with customs houses is that it is possible to build more than your food capacity can support in your 21 tile city grid. the avoid overbuilding, a strategy would be to only keep one ahead of the number you know you need. it might also be strategic to keep one extra customs house on hand in case an invasion destroys one of the other ones. BTW, the AI never figured any of this this out. Glasshouses still remained in its mature cities. most cities had few if any custom houses. the game itself continually made blue circles indicating custom houses "should" be replaced. joelwest Apr 02, 2007, 09:01 AM this post is copied from post 878, page 44, of main SotM mod forum. my later posts in this thread will try to parse this material for development work. ============================================= http://forums.civfanatics.com/images/icons/icon2.gif nice to know someone else is playtesting this mod . . . ============================================= the problems... #1. Dome Refitting. I dont know how many times I refitted my domes thinking they were upgrades of the existing ones, before I realized they were replacing the other. I dont feel its very intuitive playwise, but perhaps that could be addressed by referring the player to the readme in the game's startup. Otherwise I dont bother looking, and dont expect there to be a readme on a mod. The real problem though, was that the AI simply didnt understand they replaced existing ones as well, and always recommended me to build the refit of the other one, forgetting that it had just told me to build the other one. I think this is what caused the AI civs to waste a lot of resources and lose a substantial lead to me. this strange behavior has been noted starting with the very first posts on this board. since the domes can be refitted, the bug is not the option to do so. the bug is the fact the civilopedia entries describing the two as mutually exclusive have not been written. I personally always play with the food biodome option since "getting food out of thin air" is the key to winning this mod (and not something the AI apparently knows how to do very well). the food biodome option does force the player to be conscious of its negative defense factor and build walls, etc. to compensate. I personally would only switch to a defense biodome if the city is on the verge of being taken. woodelf Apr 13, 2007, 07:05 PM This is my next focus, both graphically and XML-wise. If anyone has any suggestions for additions, modifications, Wonders, ect then speak up in the next week or so. :) GeoModder Apr 14, 2007, 01:50 AM The BtS city facilities I came up with sofar: Sickbay, Mushroom Cave, Assembly Hall, Network Core, Maintenance Bay, Training Grounds (outside the base this one, so can be 3x3 or 4x4 leafsize), Chicken Tubes, Fish Tanks, Tokamak Reactor, Surface Park, Transport Hub, Environmental Plant. Sickbay could be an existing model with a red cross on top of it or textured on it. Mushroom Cave, well, it IS underground so why the trouble? Assembly Hall perhaps this garage/lab model you put into the database. Network Core a windowed building with a satellite dish+antenna or two on it. Maintenance Bay in the style of the Assembly Hall, but smaller with perhaps a wrench icon textured on it. Training Grounds a model with some small bunkers/trenches criscrossed over it (some perhaps damaged), and as said this could be sizeable so the game will put it out the city like it does for the bigger wonders. Chicken Tubes, no real inspiration, except in tube-form on the surface. Same for Fisheries. The Tokamak could be that (part of?) that fusion plant model in the database. Surface park a transparent dome in the style (or even this model itself) of the cityset buildings you created earlier this week. and graft a few trees and a small lake in it. Perhaps the Oasis .nif could be used as a base model retextured a bit. The Transport Hub is easy: one of your latest models in the database. Environmental Plant, well another weird looking building with perhaps some pipes running in/out and a tank or two attached. :p On National Projects/Wonders: the Electro-magnetic Launcher and a Research Coordination Center (another name would be nice). The EML could have your Hoth reactor as a base model with a tube lifting slightly up on the end extending from the long axis. This would out of necessity be a large model too. RCC a square-looking building with a dome on top of it with a few antenna riding there. Its purpose is a +100% lab output, a Luna-based version of the Oxford University thus. snipperrabbit!! Apr 14, 2007, 03:18 AM Does someone know the game Life Simulation ? It has 3D Buildings that would work well ! woodelf Apr 14, 2007, 05:54 AM Does someone know the game Life Simulation ? It has 3D Buildings that would work well ! Never heard of it snipper. I wonder how easy it is to import them in and how high poly they are. @Geo - BtS buildings already? :p It is a good list so far though. GeoModder Apr 14, 2007, 06:49 AM And that's only for the first 2 era's. :p woodelf Apr 14, 2007, 07:20 AM That's good. Every tech should attach to something and buildings are a good attachment. snipperrabbit!! Apr 14, 2007, 07:32 AM two pics from life simulation Pic1 http://forums.civfanatics.com/uploads/105110/9_640.jpg Pic2 http://forums.civfanatics.com/uploads/105110/10_640.jpg woodelf Apr 14, 2007, 07:35 AM Gorgeous looking game. Even if we can't use the models they give me lots of ideas. :thumbsup: snipperrabbit!! Apr 14, 2007, 08:49 AM I don't have this game and I don't intend to buy it. By the way, I'm glad it is of some use. woodelf Apr 15, 2007, 09:09 AM I can't believe how bad these building XMLs are. :sad: If anyone has any pedia stuff they want to add for any buildings feel free and I'll put it in as I'm changing graphics, cost, effect, ect. woodelf Apr 15, 2007, 10:36 AM Any objection to using some of the cityset graphics for early buildings? I mean, what does a Lunar library look like? ;) GeoModder Apr 15, 2007, 10:47 AM Nope, none at all. :D Perhaps let symbols on the roof/walls or an extended antenna/satellite dish structure show this is a facility/building, not a city structure. Here, take this antenna as inspiration. ;) woodelf Apr 15, 2007, 11:05 AM That's a great pic, but nearly impossible to do in Max. Maybe asio could since he did the DNA double helix. Let me ask him. woodelf Apr 15, 2007, 06:46 PM Air recycler, collector (stolen from cityset Z1 model), and He3 Exchange done. I'm using that same dds file so the colors will be very era1-ish. woodelf Apr 16, 2007, 08:50 AM I've never had problems adding building graphics to mods before, but none of my new graphics are showing up in game, even the new Palace. Is this a schema issue Geo? Normally I use a clean cityset to test out buildings, but I've been using the default SotM files lately. woodelf Apr 16, 2007, 08:56 AM Ugh, from the WB I can see it graphically removing default buildings, but none of my new stuff is being added. :confused: GeoModder Apr 16, 2007, 09:40 AM I bet they're not linked to the proper era. Or else there's no connection to the right civ artstyle if you created those already. I can tell for sure if you give me the civ4city file. (the one you put those buildings in) woodelf Apr 16, 2007, 10:13 AM Civ4City file? I've never touched that... I don't even know where it is. I might be going to the wrong spot if the original SotM changed things around. I'll upload my building Art folder and 2 XMLs. woodelf Apr 16, 2007, 10:17 AM You should be able to unzip this right into the mod. All of the correct folders are there. GeoModder Apr 16, 2007, 10:29 AM Downloaded. Will check after a refreshing shower. It's 26° C inhere. ;) GeoModder Apr 16, 2007, 10:34 AM Oh, I don't even need to check. You didn't include your buildings in the Civ4CityLSystem.xml file! That's the file that regulates the appearance of buildings in cities when their classes and stuff are defined in those other files. woodelf Apr 16, 2007, 10:57 AM I've never included my buildings in that file though, ever. Of course before I was overwriting existing buildings so maybe that was the issue. Can you fix it Geo? GeoModder Apr 16, 2007, 11:01 AM Sure. Gimme some time. And it was indeed the issue (not using existing buildings I mean). woodelf Apr 16, 2007, 11:08 AM Thanks man. I'm trying to get all era 1 included graphically now. GeoModder Apr 16, 2007, 11:27 AM There you go. This is the code I added in the Civ4CityLSystem file: <ArtRef Name="building:BUILDING_LUNAR_COMMAND"> <Attribute Class="Scalar">szNIF:Art/Structures/Buildings/Moon/LunarPalace.nif</Attribute> <Attribute Class="Rotation">0,180</Attribute> <Scale>1.15</Scale> </ArtRef> The result you see below. Never mind the overlapping with the native hut, I simply need to put the Lunar Command on a larger leaf (4x2 I think). The normal palace is on a 3x2 leaf. woodelf Apr 16, 2007, 11:31 AM :cool: I'm not going to mess with that file Geo so whenever you have time that's fine by me. :) GeoModder Apr 16, 2007, 11:35 AM Get a move on Garret, it's better done together with the cityset file... ;) However, since I have quite a number of models around, I could create a "mock" moonbase so to speak. Btw, is the size of the lunar command right to you? I can make it appear smaller or bigger if you want... woodelf Apr 16, 2007, 11:48 AM I simply added the MoonY building to a domed building for the Command. It can be made whatever size you want Geo. I'm not sure what our standard size is. In other words...I have no preference. ;) woodelf Apr 16, 2007, 02:45 PM What exactly would a mushroom farm look like? DO I need to worry about doing this one graphically? It'd be underground... woodelf Apr 16, 2007, 04:00 PM I've been cranking out buildings left and right today because of a snowday. Here's a render shot of a later era Solar Plant. thomas.berubeg Apr 16, 2007, 05:07 PM I've been cranking out buildings left and right today because of a snowday.. Lucky... here we've had rain and rain and rain... the creek next to my highschool was flooding, and the had all those who drive go out and move thier car. i was expecting to see one in the stream by the end of the day GeoModder Apr 17, 2007, 08:01 AM What exactly would a mushroom farm look like? DO I need to worry about doing this one graphically? It'd be underground... To me, this one doesn't need a graphic display. It is as you said underground. GeoModder Apr 17, 2007, 08:03 AM I've been cranking out buildings left and right today because of a snowday. Here's a render shot of a later era Solar Plant. :goodjob: You sure we can't use this from era 1? :cry: (btw, if solar plants will be a growing thing like hamlets in civ, perhaps just adding solar panels after each "growth" will be representation enough?) woodelf Apr 17, 2007, 12:16 PM :goodjob: You sure we can't use this from era 1? :cry: (btw, if solar plants will be a growing thing like hamlets in civ, perhaps just adding solar panels after each "growth" will be representation enough?) So we'd need 4 different nifs to use these as cottages? GeoModder Apr 17, 2007, 01:49 PM So we'd need 4 different nifs to use these as cottages? If we plan to have growing solar panel fields... I'm in favor, anyone against? :mischief: We'd need as many different .nifs as we want to have "growing" cycles for. 4 is the civ amount I think. How many are we going to include? Sorry, couldn't work on the building xml today. Too tired and had a visitor. woodelf Apr 17, 2007, 02:35 PM No need to be sorry. I caught something and have been sleeping all day. woodelf Apr 19, 2007, 08:36 AM Geo - As I keep adding graphics for the buildings will you need to keep updating the CityLSystem or can you go through the buildingInfos XML and make updates before the graphics are complete? GeoModder Apr 19, 2007, 08:51 AM I can already create stubs in the CityLSystem for all the existing moonbuildings in the buildingsinfo file. After that, I simply need to adjust the .nif reference in the CityLSystem whenever you come up with a new graphic. Bottom point is still which buildings will be kept, and which will be removed. (in the buildingsinfo's) woodelf Apr 19, 2007, 08:56 AM I plan on keeping everything so far. Some can be referenced as being underground though. woodelf Apr 22, 2007, 07:45 PM Not building related, but I'm hoping you can help me Geo. I'm trying to add in solar fields for the cottage mechanism, but 1) can't get the damn button to show up for the worker to do the action and 2) even when I add them in the WB they show up as the vanilla ancient cottage. Where in XML do you get rid of that ancient cottage since I changed the reference to point to the new graphic. Crossed out 2 since I might have edited the wrong XML file in the wrong game folder. :( edit - uncrossed it out since the ancient cottage still shows up GeoModder Apr 23, 2007, 02:35 AM I know Firaxis put a few cottage models in an at first sight appropriate folder, but they simply don't use them ingame except for civpedia purposes. You got to work with the CIV4PlotLSystem.xml file in xml/buildings. That's how I managed to show other ethnic citystyles on the hamlets->towns in my citystyles mod. For the button I have no idea at first, might find time tonight to look into it. woodelf Apr 23, 2007, 04:01 AM I know Firaxis put a few cottage models in an at first sight appropriate folder, but they simply don't use them ingame except for civpedia purposes. You got to work with the CIV4PlotLSystem.xml file in xml/buildings. That's how I managed to show other ethnic citystyles on the hamlets->towns in my citystyles mod. For the button I have no idea at first, might find time tonight to look into it. If we want to have an expanding solar panel field as a cottage progression will you look into the XML part Geo? I'll try and figure out why I can't get the worker action button to show up. GeoModder Apr 23, 2007, 04:15 AM Sure. I'll use a stub reference until the solar panel progession is finished. :) Or if you could just give the .nif name of the file, I'll put that one in. woodelf Apr 23, 2007, 04:15 AM And what will a Lunar library, university, ect look like anyhow? woodelf Apr 23, 2007, 04:16 AM Sure. I'll use a stub reference until the solar panel progession is finished. :) Or if you could just give the .nif name of the file, I'll put that one in. I'm trying to see what it will look like in game, but can't. Do I need 4 nifs or does the game grow them itself? GeoModder Apr 23, 2007, 04:21 AM Interesting question. Depends on how we want it to look. If we want it to look like in civ, with small "structures" but becoming more denser "populated" over time, we only need a single structure with perhaps a separate (extra) more and more modern looking control center on the plot over time. I can xml it so that less and less free spots are visible over time like planned for the cities. Is this how you would prefer it? It is of course also possible to combine the two: a unique solar panel .nif for era's, which also becomes more denser over time as the field "grows". Have to go now. woodelf Apr 23, 2007, 04:26 AM The building in this post (http://forums.civfanatics.com/showpost.php?p=5334058&postcount=35) is what I was thinking for the cottage. I can either expand that in max and create 3 more nifs or you can code it to expand. It depends on if you have time and how this in game expansion looks. Through max they would always look the same and I'm not sure it that looks cool or not. GeoModder Apr 23, 2007, 08:32 AM Yeah, I remember that one. Can you upload it to me? I'll try how it looks as a growing cottage, if it isn't too small then. woodelf Apr 23, 2007, 08:42 AM Yeah, I remember that one. Can you upload it to me? I'll try how it looks as a growing cottage, if it isn't too small then. 4.5 hours from now I shall. GeoModder Apr 25, 2007, 03:30 PM Progress of sorts... I have some trouble with the .dds file linking, but on the screenshot below you can't see that. (the brown solar panels are intended for testing) The easiest (and computer resource-friendliest) method would be to put the solar panel and solarplant graphic in the first era cityset. Of course, the solarplant graphic is quite poly-intensive... woodelf Apr 25, 2007, 03:53 PM How poly intensive? It's just a cheap easy building I thought. GeoModder Apr 26, 2007, 07:53 AM My mistake. The solarplant is only about 950 vertices/1530 triangles. So I guess the polycount will be something inbetween. The solar panel is only about 250 so all summed up that's no big deal. I think I had the futuristic cityset of Garret in mind. ;) woodelf Apr 26, 2007, 08:23 AM No biggie. I'm still a novice about poly counts. :D snipperrabbit!! Apr 26, 2007, 08:33 AM a triangle is a polygon, a rectangle equals 2 triangle, ... woodelf Apr 26, 2007, 08:39 AM :) Thanks snipper. I just need to find the hotkey in Max to point this out again. matthewv Apr 28, 2007, 12:08 AM Does anyone remember why Belizan and matthewv set up buildings to have a normal version and a flavor version? This is why we get doubles in the tech tree, but I can't find a benefit... I remember that. I had made multiple versions of each building so that we could chage the effects of the buildings depending what civilization you were. We had 3 different flavors of civilizations and we wanted to make the 3 flavors drastically different from each other so that you would have to play completely different depending which civilization you chose. GeoModder Apr 28, 2007, 05:13 AM Oh well, they are cut out of the mod at present. woodelf Apr 28, 2007, 05:31 AM :wow: A blast from the past! How's it going matthew? matthewv Apr 28, 2007, 10:14 PM A blast from the past! How's it going matthew? Not bad, I see that you got promoted to moderator since I left.:goodjob: GeoModder Apr 29, 2007, 01:51 AM You wouldn't believe how high it goes to his head at times. :sad: woodelf Apr 29, 2007, 06:07 AM 1 day ban for GeoModder :lol: GeoModder Apr 29, 2007, 06:41 AM See? :sad: matthewv May 01, 2007, 09:02 AM 1 day ban for GeoModder :lol: You can't do that:mad: We would be lost without him:eek: GeoModder May 01, 2007, 09:51 AM Okay, just for you this pic. [/pleased] matthewv May 01, 2007, 09:57 AM Okay, just for you this pic. [/pleased] Sweet:D :cool: We got to figure out how to change that brown dirt around the building though. You guys have gained alot of talent and skills since a year ago. We can really pretty up this mod with some high quailty artwork. GeoModder May 01, 2007, 10:14 AM Sweet:D :cool: We got to figure out how to change that brown dirt around the building though. I might have a solution for that. But first prettying up the scale and distribution of the buildings... and nagging at Woodelf to change/create some textures/models. :D You guys have gained alot of talent and skills since a year ago. We can really pretty up this mod with some high quailty artwork. Since we couldn't delegate anymore... :mischief: woodelf May 01, 2007, 11:12 AM Nag away, but make sure you offer suggestions for textures. And I'm glad to hear that you might be able to fix the dirt issue. You guys have gained alot of talent and skills since a year ago. We can really pretty up this mod with some high quailty artwork. Thanks. Like Geo said, necessity is the mother of invention. It's become easier to learn then to beg others lately. :p dreadknought May 08, 2007, 08:22 PM Just a thought but would it add flavor to have multiple EXP buildings so that even in peace you can build nice level troops, there are tons of buildings in this scenario, some already overlap, city bunkers would be a good one for extra EXP to the weaker ground troops. This could be fun and effective esp. to keep the weaker early troops still usefull if thet could get several building bonues. woodelf May 09, 2007, 04:06 AM Thanks dreadknought. Promotions, bonus xp, and things like that still need to be addressed. woodelf May 13, 2007, 05:58 PM Geo - For the cottage progression did you need me to make three additional nifs? I couldn't remember if I had or not, but in game only the last one shows. The first three are Vanilla graphics. Were we going to simply have maybe a half row of panels for the cottage, a full row next, two rows after that and then end with the full three rows? woodelf May 13, 2007, 06:13 PM Geo - For the cottage progression did you need me to make three additional nifs? I couldn't remember if I had or not, but in game only the last one shows. The first three are Vanilla graphics. Were we going to simply have maybe a half row of panels for the cottage, a full row next, two rows after that and then end with the full three rows? Nevermind Geo. I made three more nifs real quick and put them into the game. I also found the missing dds file so now now pink building. :p GeoModder May 14, 2007, 08:26 AM AFAIK, the cottage progression already works rather nice. I simply used 2 sizes of the same solar panel model. If you whipped up more panels, I'll be glad to introduce them too. (and I omitted a .dds file? :confused: ) woodelf May 14, 2007, 09:05 AM AFAIK, the cottage progression already works rather nice. It was only showing one model for the solar yard. The other 3 were vanilla in the pedia. I don't know about in game. I simply used 2 sizes of the same solar panel model. If you whipped up more panels, I'll be glad to introduce them too. Three nifs added and I linked them in the ArtDefines_Improvements and they show in the pedia. I'll have to check in game to make sure I didn't break anything. :eek: (and I omitted a .dds file? :confused: ) No, I did when I sent the file. The center building needed another dds. woodelf Jul 12, 2007, 06:41 PM Not a building, but a possible improvement (http://forums.civfanatics.com/downloads.php?do=file&id=6131) for us here. I made it for the Star Wars mod as a water collector basically. http://forums.civfanatics.com/uploads/32561/Wat0000.JPG The blue is the cultural border, not water. snipperrabbit!! Jul 12, 2007, 07:14 PM This is a great one, Woodelf ! I just waited for this one and go back to rest. ( 03:14 here ) woodelf Jul 12, 2007, 07:17 PM Thanks snipper. Get to bed! My next texture is for an Energy Shield Generator that I modeled early in the week. woodelf Jul 12, 2007, 09:00 PM Here's another potential new building Geo, the Ion Shield Generator (http://forums.civfanatics.com/downloads.php?do=file&id=6132). There is a pic in the d/l section. GeoModder Jul 13, 2007, 02:56 AM Looks nice. Exactly how I envisioned a comm-setup with Earth. Nah, just joking you. :p woodelf Jul 13, 2007, 06:26 AM I must say that after testing these buildings out the citysets you've pieced together look great Geo. :thumbsup: matthewv Jul 13, 2007, 08:24 AM I must say keep up the good work guys. :goodjob: thomas.berubeg Jul 13, 2007, 08:29 AM Looks good woodelf :) GeoModder Jul 27, 2007, 07:48 AM I looked over the graphic files that come with BtS, and I have to say a good amount of them make me drool on the prospect of using them in the Moon project. Take that arcology (all three versions) from NextWar for instance, or even all the new buildings from that mod. And those satellite graphics from Final Frontier... They're all good for an era the Lunies get back on their feet and start expanding again. woodelf Jul 27, 2007, 07:52 AM Super. I tested FF, but never really looked at the buildings. Anything we can use saves me time and gets us closer to using ZERO vanilla graphics in space. woodelf Jul 30, 2007, 04:23 AM Geo - While you are tidying up the Vanilla version are there any glaring omissions in the building department? I have a bit of time to do modeling, but don't really know what to make. :( GeoModder Jul 30, 2007, 10:35 AM Basically the Moonmod (as it is now) is a potpourri of stuff I can't see head nor tail in anymore, Woodelf. There's so much in it and it diverges on so many paths, I simply couldn't keep track of which was supposed to do what. woodelf Jul 30, 2007, 10:44 AM :cool: :p Let's run towards BtS quickly before anyone notices how mangled Vanilla is. GeoModder Jul 30, 2007, 12:27 PM :lol::lol: matthewv Jul 30, 2007, 01:02 PM :cool: :p Let's run towards BtS quickly before anyone notices how mangled Vanilla is. :lol: I Agree. The vanilla mod is a mess.:blush: woodelf Aug 22, 2007, 04:13 PM I don't know what this could be, but I made it several months back for snipper and never textured it myself. I see it almost as a Lunar Library, but who knows. GeoModder Aug 23, 2007, 12:29 AM I don't know what this could be, but I made it several months back for snipper and never textured it myself. I see it almost as a Lunar Library, but who knows. Kindly greet our new Lunar Network Node/Junction. :goodjob: snipperrabbit!! Aug 23, 2007, 02:08 AM I'm happy it will find some use. woodelf Aug 23, 2007, 04:52 AM Kindly greet our new Lunar Network Node/Junction. :goodjob: That works. :) Any idea what a Lunar library ---> uni ---> ect should look like? woodelf Aug 23, 2007, 05:04 AM Here are 5 untextured models I found on my work HD. Do any of them have a use in this mod? If so mention A, B, ect and what it could be. I see A maybe a military building, C was going to be a particle accelerator. B and D were hotels of sort. GeoModder Aug 23, 2007, 05:14 AM A network node is equivalent of a library, Woodelf. :lol: The databank doesn't need to be visited physically, it's all done from your living-cubicle's network setup. For a university, I suppose a research institute would be the lunar equivalent, but I would put this structure only around the time arcologies (domes) are possible. Still, I suppose we need to graphics for that: one for domed, and one for old-style settlements without domes. (O yes, I think it would be great if cityart only changes if a city finishes a dome/arcology, with Garret's lunar cityset then) I suppose one of the next war facility graphics could be used for the domed version, while the one on the pic below with some more texture fluff like windows and an airlock could be used for the undomed version. http://forums.civfanatics.com/downloads//lab0000_2e2.jpg GeoModder Aug 23, 2007, 05:24 AM Here are 5 untextured models I found on my work HD. Do any of them have a use in this mod? If so mention A, B, ect and what it could be. I see A maybe a military building, C was going to be a particle accelerator. B and D were hotels of sort. A and E combined would make a GREAT military coordination center. (a command nexus so to speak) If the E model would be put in the central spire so that the 3 dishes peek out of it it would be perfect. The only thing that bugs me a bit is the rampart-like stuff. With texturing the rampart shape should be made looking high-tech instead of the walls of an ancient castle. Perhaps a cluster of needle-like antenna sticking out of every excrement as further communication stuff? C is now officially taken for a particle accelerator facility/improvement. :goodjob: GeoModder Aug 23, 2007, 05:31 AM D doesn't look like it could stay up in a gravity field, no ideas there. B could be used for alot of things: a tokamak reactor (fusion reactor), medical center, environmental plant,... Edit: check previous page for more comments. woodelf Aug 23, 2007, 05:37 AM A network node is equivalent of a library, Woodelf. :lol: The databank doesn't need to be visited physically, it's all done from your living-cubicle's network setup. For a university, I suppose a research institute would be the lunar equivalent, but I would put this structure only around the time arcologies (domes) are possible. Still, I suppose we need to graphics for that: one for domed, and one for old-style settlements without domes. (O yes, I think it would be great if cityart only changes if a city finishes a dome/arcology, with Garret's lunar cityset then) I suppose one of the next war facility graphics could be used for the domed version, while the one on the pic below with some more texture fluff like windows and an airlock could be used for the undomed version. D'oh! So we have a library then. :p I'll leave switching graphics to you... woodelf Aug 23, 2007, 05:39 AM C is now officially taken for a particle accelerator facility/improvement. :goodjob: Yeah, I should have mentioned that the front part is supposed to go underground. The two braces on the side are ground level. GeoModder Aug 23, 2007, 05:39 AM I'll leave switching graphics to you... Switching graphics on completion of a dome/arcology is beyond Civ4LSystem. I can't do that there. Probably needs to be implemented in python. woodelf Aug 23, 2007, 05:44 AM A and E combined would make a GREAT military coordination center. (a command nexus so to speak) If the E model would be put in the central spire so that the 3 dishes peek out of it it would be perfect. The only thing that bugs me a bit is the rampart-like stuff. With texturing the rampart shape should be made looking high-tech instead of the walls of an ancient castle. Perhaps a cluster of needle-like antenna sticking out of every excrement as further communication stuff? So if I did this would this be closer? No need for the center stuff of A then. woodelf Aug 23, 2007, 05:45 AM D doesn't look like it could stay up in a gravity field, no ideas there. B could be used for alot of things: a tokamak reactor (fusion reactor), medical center, environmental plant,... Edit: check previous page for more comments. D is actually supposed to stick in the ground. ;) So B has uses, cool. GeoModder Aug 23, 2007, 06:01 AM So if I did this would this be closer? No need for the center stuff of A then. Would putting the dish structure within the centre spire of A make the polycount too big? Yeah, this will do to, it's the easy way out. ;) B is actually quite polyform. woodelf Aug 23, 2007, 06:15 AM Would putting the dish structure within the centre spire of A make the polycount too big? Yeah. Those ramparts are high based on quantity. GeoModder Aug 23, 2007, 11:21 AM The more I look at your new A+E model, the more I like it. :) woodelf Aug 23, 2007, 11:30 AM The more I look at your new A+E model, the more I like it. :) Okay. I'll try to do some texturing tonight. woodelf Aug 27, 2007, 04:38 AM Geo - Can you make the Afterworld Dome work as our new BioDome? And can we find another use for matthewv's dome? If we shrink it maybe? GeoModder Aug 27, 2007, 10:10 AM Geo - Can you make the Afterworld Dome work as our new BioDome? And can we find another use for matthewv's dome? If we shrink it maybe? If by Afterworld Dome you mean the arcology graphics in Next War, and the BioDome is supposed to cover a lunar city, then the answer is yes. I'm keeping an eye on a Next War mod which would change instead of overlap when a new arcology graphics is used (shield and extra shield). Besides, I'm pretty sure I already mentioned alot of the Next War graphics will have a use on the moon. ;) woodelf Aug 27, 2007, 10:15 AM If by Afterworld Dome you mean the arcology graphics in Next War, and the BioDome is supposed to cover a lunar city, then the answer is yes. I'm keeping an eye on a Next War mod which would change instead of overlap when a new arcology graphics is used (shield and extra shield). Besides, I'm pretty sure I already mentioned alot of the Next War graphics will have a use on the moon. ;) You might have mentioned it. When are you going to tie them into SotM? :hmm: GeoModder Aug 27, 2007, 10:19 AM You might have mentioned it. When are you going to tie them into SotM? :hmm: I don't know yet. I'm dividing my time between this mod and another mod. woodelf Aug 27, 2007, 06:50 PM Here's a screenie of the particle accelerator, network node, and new He3 Exchange. I had to use the old ArtDefines_Feature though. I think the scale on the exchange needs bumping up as well. woodelf Aug 27, 2007, 06:51 PM I don't know yet. I'm dividing my time between this mod and another mod. :splat: Who said you could do that?!@??!?!? :p GeoModder Aug 27, 2007, 07:15 PM Finally, a picture of what you mean by "empty cities". ;) By the way, what's the 3 storage-spheres thingie? That's a new model for me. And third: you're showing online??? :eek: woodelf Aug 27, 2007, 08:16 PM Finally, a picture of what you mean by "empty cities". ;) By the way, what's the 3 storage-spheres thingie? That's a new model for me. And third: you're showing online??? :eek: The 3 storage sphere thing is the He3 Exchange. Yeah, I switched to being visible now. It'll last until my PM gets full. ;) |
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