View Full Version : New ROADS with various buildings
Overseas Sep 07, 2002, 04:38 PM Recently, I noticed a remarkable job done on this file :love: (roads.pcx), and found it might be enhanced with some various buildings... :p the result seems quite fresh and realistic at a glance, as shown in the next post.
Remark : DO NOT directly copy the display, as this is a collection of individual tiles examples.
The real file is linked here ... http://www.paris.web66.com/civ2/zip/roads.pcx ... and is to be pasted into Art/Terrain, as usual.
Overseas Sep 07, 2002, 04:44 PM Now, I suppose a preview should satisfy most of you... :)
Here is a picture, composed out of two screen details :crazyeye: , showing how it displays during a real game.
unscratchedfoot Sep 07, 2002, 06:50 PM Cool! I just downloaded it. It'll be a nice preface to the urban railroads by GenghisFarb which come up with latter tech. :D
Civanator Sep 07, 2002, 07:07 PM but what makes it funny is the smokestacks will appear in the ancient age ;)
Marx Sep 08, 2002, 01:35 AM Owk. Civ2 was nice with modpacks, but what you all are doing with Civ3... In one word: Genial. Superb work people (topicstarter and all other "modders" )
Neomega Sep 09, 2002, 01:19 AM I appreciate the work, but..... well..... you see, when a city has all of its squares filled with raods, there are no buildings, when, IMO, there should be a higher density of factories, barns and houses around the city...... or is this the old one you posted?
Overseas Sep 09, 2002, 01:46 AM Thanx for the comment Neomega... I suppose and have estimated buildings will be displayed when roads comes and cross together, symbolizing the traffic rise.
A second advantage of this concept is you have to wait until roads are dense enough to get some buildings around, in accordance with the normal inhabitations development. Agree ? :)
Neomega Sep 09, 2002, 01:59 AM well you see, I tested it out and, when the roads get really dense around a city, they actually lose buildings! And if you completely fill in a city radius with roads, there will be no buildings! Open your editor and try it.
Basically, I think you need to add more buildings in the dense cluster of roads.... unless perhaps your link is still downloading the old road files you had.
Overseas Sep 09, 2002, 02:14 AM You definetely are RIGHT, when you precise "you completely fill in a city radius with roads, there will be no buildings !" :D
The reason is, in a previous version, I designed a certain style of barn to this tile, and the result was a huge proportion of the SAME building all around the cities ! :eek: Completely ridiculous and unrealistic !
That's the reason why I shared between numerous tiles, excepted this one. :scan:
Additional point : "when the roads get really dense around a city, they actually lose buildings". Maybe true aswell, as I distributed the buildings throught various tiles in a kind of "random" way, not to get them that easy to plan when roads come... and let the player have the surprise with different styles when rising ! :D
Last note: this is the last file version
Neomega Sep 09, 2002, 03:11 AM Ahh I see.... Well thank ya then, I plan on using this bad boy..... ill give you credit in my glossy brochure :D .
Incubus0223 Sep 09, 2002, 03:03 PM looks good, but won't the roads show up in all eras with the power plant and everything, i just don't want to do it before i know that
Overseas Sep 10, 2002, 01:26 AM You're right, but I personaly consider these kind of factories, if rising from ancient ages, are like bronze workshops, forges, sawmills or glassworks... we got some like these in the european Alpes mountains. :viking:
sealman Sep 10, 2002, 09:28 AM Originally posted by Civanator
but what makes it funny is the smokestacks will appear in the ancient age ;)
in the ancient age, those are chimeny.
Pembroke Sep 11, 2002, 05:02 AM Can't be. Chimneys were a medieval invention (at least in Europe). Once you see one, it's obvious but first someone has to come up with the idea. Like stirrups.
However, all is not lost. They could be iron or bronze smeltery ovens in the Ancient Age. Or pillars for supporting deific images.
Mmm... how about moving the smokestack so that the goat resource icon comes to rest atop it? (The farm house already got this right: there the goat appears to be on the roof creating an idyllic Swiss alpine image.) :)
Marx Sep 11, 2002, 01:27 PM How does it road-system work actually?? Is it based on city-size, science or something??
sealman Sep 11, 2002, 01:49 PM Originally posted by Pembroke
Can't be. Chimneys were a medieval invention (at least in Europe). Once you see one, it's obvious but first someone has to come up with the idea. Like stirrups.
However, all is not lost. They could be iron or bronze smeltery ovens in the Ancient Age. Or pillars for supporting deific images.
Mmm... how about moving the smokestack so that the goat resource icon comes to rest atop it? (The farm house already got this right: there the goat appears to be on the roof creating an idyllic Swiss alpine image.) :)
good point.... hmmm... maybe they are just tall pipes.
J-S Sep 30, 2002, 07:42 AM Wow, this is a really good idea. But how about if you put ancient/medieval buildings in roads and modern buildings in railroads that way you don't get the nuclear plant in ancient roads effect.
Also, won't the buildings in the center block stuff like resources and mines?
mod on :goodjob:
kettyo Sep 30, 2002, 11:11 PM Looks pretty but won't these combined with mine graphics would look too much together?
rbelmont Oct 01, 2002, 04:18 PM I use this and gives ALOT of flava to my games. But I use Genghis' urban combat railroads and its really hard to make out anything. Is there a railroad mod out there thats similar to this? Not so much buildings.
Overseas Oct 02, 2002, 01:33 AM Originally posted by rbelmont
I use this and gives ALOT of flava to my games. Is there a railroad mod out there thats similar to this? Not so much buildings.
Thanx a lot for your comments & opinions, it helps a lot to me... I am currently testing a "light" version of the actual crowded railroads.pcx file, including most of the low well-designed buildings (but not too many individual houses !), and certainly no skyscrapers. Even if they are extremely pleasant & realistic, sometimes you just wonder to see a little what's on the ground ! :D
As soon as correctly tested, I'll post a version here... :)
rbelmont Oct 02, 2002, 01:53 AM Excellent. I'll be watching out for that one. Really appreciate the effort you put out to make the game better. Thanks!
J-S Oct 02, 2002, 09:22 AM Originally posted by rbelmont
Really appreciate the effort you put out to make the game better. Thanks!
same here! :goodjob: I would have quit playing Civ 3 a long time ago if it weren't for people like you that keep improving it constantly. keep up the good work!
Nooble Oct 09, 2004, 03:58 PM Somone Please Let Me Download This! I Really Want It Badly Becfause I Like Terrain That Has Tiny Houses Included In It! Especially Roads! The Link Doens"t Work Anymore.
Can Somone Give It To Me Please!
oiled snake Oct 11, 2004, 12:11 AM I enjoyed very much the idea.
But i've a question...
How it works with resources over it???
So many visual information could be confused.
And the link does not works!
:) :goodjob:
BaalRoG Oct 17, 2004, 09:26 AM but there should only be little buildings, no factories at all...
Abaddon Oct 18, 2004, 08:51 AM but ive never added anything to my game.. how do i go about it?
crimson238 Oct 18, 2004, 11:49 AM the link doesn't seem to work for me :-(
oiled snake Oct 19, 2004, 10:13 AM Link does not work for anybody!!!
:(
Dom Pedro II Oct 19, 2004, 02:12 PM but there should only be little buildings, no factories at all...
I'm pretty sure I made my own modified version of these graphics with the industrial buildings taken out... I'll check when I get home and post them if I did.
crimson238 Oct 19, 2004, 02:14 PM if you do i'llbe indebted to you.
citizen001 Oct 19, 2004, 06:32 PM Very Innovative indeed, but maybe the road building will get mixed with irrigation and mines and other improvements?
hIdDeN_eViL Oct 20, 2004, 04:06 PM @citizen001; not really, it sits really well on the mines and irrigations i've got, sometimes...
hIdDeN_eViL Oct 21, 2004, 02:30 AM Edit: sorry, u can delete this post.
Abaddon Nov 14, 2004, 07:52 AM hey, if we can add roads at intersections.. can we also make the some of the road go clear? I hate how squiggly the roads get, thewy look ugly.. if oly the less important (non city linking) would dissapear, how good would that be?
GeneralZed Apr 23, 2005, 02:49 PM link isnt working. damn, i need this one, could anyone send me this somehow?
earthgate Apr 30, 2005, 11:07 AM Hey man the link to the file doesnt work :cry: :cry:
please make the fiel available.. I used to have it ..however i had to reinstall civ 3 :cry:
Pounder Apr 30, 2005, 11:55 AM http://www.civfanatics.net/uploads9/overseasroads.pcx
Here is the file, overseas' roads, you will have to rename it roads and put it in the terrain folder. Don't forget to backup your original.
earthgate Apr 30, 2005, 12:10 PM thanx.. in my hour of need i now started to make one my self... so i might do some work on it.. adding some stuff.. maybe a tree or 2 .. :D
Corey May 08, 2005, 03:39 AM File in the 1st post doesn't exsist anymore.
Pounder May 08, 2005, 04:37 AM File in the 1st post doesn't exsist anymore.
I posted it on post #37
Corey May 17, 2005, 02:22 PM tnx;) I didnt saw it at first.
RedEvicaro Jul 11, 2005, 11:45 AM cutted......
Macx Aug 09, 2005, 02:25 AM Hey Overseas,
I'd like your roads very much!! It makes the world look even more realistic.
randomScrubX Nov 09, 2008, 11:03 AM Shouldn't there be no factories because you can build roads from the start? Just sayin' :mischief:.
genius_inc Aug 22, 2012, 04:53 PM I know gravediggin' be a very great offence, but yon link bein' broke.
|
|