Anno Domini Classic: discussion thread part 3 (warning: lots of images on page one)

Status
Not open for further replies.
If you gonna make him a pikeman, why not use a pike then? You know, two-handed? Could you please, please leave make the pants not civ-colored?, They`re not so good if one uses a purple or pink color for India. The shield and turban show enough civ-color. Ooh! Ooh! And please, please make him to-scale, you older units are really tall.

I like the shield design! Go, Rob! :thumbsup:
 
If you gonna make him a pikeman, why not use a pike then? You know, two-handed?
Because it takes too long to sort out - it took me literally ages with the Macedonian one (which was with the paperdoll figure; this is M3). I might have called him a pikeman, but I meant an Indian flavour to fill the gap. I just wanted to get a couple of units out before I uploaded a demo, that's all; I can work on the more detailed ones later.

I like the shield design! Go, Rob! :thumbsup:
Thanks :D . I've scaled the units smaller now.
 
These are only friendly suggestions. I know time and resources are tight.
a pikeman in the last era. The blue areas will be civ-coloured
Green Turbans signify direct descent from the Prophet in Islam. I don't know if that will cause any problems in this mod. If we can't get a dhoti prop can you make the pants baggier ("It's Hammer time!")? The spear looks slightly short.
If/when you have time, there's a whole different costume that would be great for any Era One units. I can post lots of images if anyone's interested in the Classical era look.
and (if I can sort out the animations) an archer - all these units to be for the late part of the mod.
If at all possible, the bow should be quite long; a little taller than the archer himself when unstrung.
Yes, I made the shield texture myself ... better than no design
The elephant looks good. An alternative would be a Sanskrit emblem; it could even be a large single letter, that need not make contextual sense; just pick one that looks cool. Maybe on another unit's shield, with the emblem in civ color and the shield natural. A lot of Indian shields seem to have four bosses. So there's a lot of possibility for variations between units.
 
Hi, me again.

I had a few minutes, so I dipped the mediterranean cities in some red dye. I'll probably have a preview of some Indian cities up tomorrow.

medicitiespre.PNG
 
Managed to crank this out while waiting for a client who was 45 minutes late.
I've allocated room for 20 "special" buildings for Indian civs, so there's plenty of scope
Here’s an improvements list. I haven't included generic like granary and market that they'd have in common with other civs. There’s more than 20 so you’ve got a range of choices. Some could reasonably become or have related SWs (Let me know if you want more wonder ideas).

The suggested effects are of course subject to your discretion. I’m not explaining my reasoning here for brevity’s sake. Some list a needed resource. Some of those need a resource of your choice found in a specific terrain (should be within city limits, not through trade network). I’ll answer any questions and try to find images or at least descriptions of any that are picked.

For any that actually get to the development phase that need concept art, I’d like to post the images in the Bazaar thread. Please post a request there, in addition to discussion here.

Building Possible Effects
Lingam................................+culture, +happiness
Vedi....................................+culture, +happiness
Mandir.................................needs quarry, +culture, +happiness
Stupa..................................+culture, +happiness
Hall of Assembly...................+culture, -corruption, +resist propaganda
Tank...................................+happiness, -pollution
Mrigadava (Deer Park)...........+culture, +happiness, -corruption
Caravanserai........................+commerce
Caitya (Cave Temple, SW?).....needs quarry, +culture, +commerce, -regional corruption, +happiness
Monsoon Palace....................needs hill/mtn. resource, as Forbidden Palace
Gajadhyaksha Camp..............needs resource, Elephant Training Ground (barracks, auto-produce ?)
Sporting Grounds..................- war weariness, +happiness
Gambling Hall......................+commerce, +corruption (yes +)
Matha.................................+research
Dharmastha’s Office..............as Courthouse
Ferry..................................needs river, +production, +commerce
Kammasala (potter)..............+production
Ghat...................................needs river, elim. disease, -pollution, +resist prop
Salt Drying Basins................needs coast, +commerce
Torana (city gate)................+happiness, -corruption
Edict Column.......................needs iron, -weariness, +resist prop., -corruption
Alms-house.........................+happiness, -corruption
Citrasala (public gallery).......+culture, +research
Gopa’s enclosure..................needs cattle, +food, +happiness
Sacred Tree........................+culture, +happiness
Ashram..............................needs jungle/forest resource, +happiness, -corruption, +research
Gosthi (literary club)............+research, +culture, +happiness


Diplomacy texts are going to take some thought, as I've never really looked at them, and I don't know the scope of the changes you want. I'll also give some thought to culture-appropriate leader titles. Unfortunately, I really may not have time again to work on this until Sunday.
 
Hi, me again. I had a few minutes, so I dipped the mediterranean cities in some red dye. I'll probably have a preview of some Indian cities up tomorrow.
Speaking of dye, while the first era (Harappan-style) Indian cities would probably be mud-brick/wood colored, in later eras Indian cities are really colorful, even gaudy.

Edit: i'll post some images and suggestions for you next; and leave the diplomacy text till later.
 
Speaking of dye, while the first era (Harappan-style) Indian cities would probably be mud-brick/wood colored, in later eras Indian cities are really colorful, even gaudy.

Edit: i'll post some images and suggestions for you next; and leave the diplomacy text till later.

So would most of the buildings be very colourful? Most of the pictures of Indian buildings from that era I've seen are just plain stone coloured. I assume most of the colour on them has since worn off?
Thanks again for helping, Blue.
 
Nice rooftops, RA. But arent there already like a gazillion mediterranean city sets out there? :hm: Oh, whatever floats your boat, they look great.

There are a gazillion, it's true. The ones in the pic above are actually quite old, and IIRC, I never released the ones on the bottom row. These are just for R8XFT.
 
Thanks, RedAlert and Blue Monkey for all the work!! Looks like I'm in for a busy time putting in those buildings....
 
@Yoda Power: Thank you! The middle eastern cities I previewed were actually meant to be Carthaginian. I got the inspiration from reading Gilbert Charles-Picard's Daily Life in Carthage at the Time of Hannibal.
P.S. I understand I owe you some city graphics! I wasn't sure if you'd still need/want them one and a half years after the fact, but if you do, you may find some of the cities I'm making for R8XFT could work as Harappan / Indus valley cities. Please let me know.

I don't really need those cities anymore. ;)
 
So would most of the buildings be very colourful? Most of the pictures of Indian buildings from that era I've seen are just plain stone coloured. I assume most of the colour on them has since worn off?
Thanks again for helping, Blue.
It's my pleasure!
Yeah, like the Greek and Roman statues that a lot of people don't know were painted garishly, Indians loved color. You'll see in the images I hope to post later tonight.
 
curious where is the download or is still in devlopement
 
So would most of the buildings be very colourful? Most of the pictures of Indian buildings from that era I've seen are just plain stone coloured. I assume most of the colour on them has since worn off?
Too tired to put together one of my galleries of all the city images tonight, so here's a teaser - four thumbnail images from various places on the web that ought to show the colors:

Mughal era image, but incorporating earlier architecture:


Mahabodhi Temple (where Buddha sat under the tree, in north east. Photo taken at dusk, look carefully you'll see several colors on the temple):


gopuram (temple tower) in Madurai (southern, Tamil style. Tiers of statues are as typical on most mandirs of classical India):


Varanasi, the holy city on the Ganges (images from earlier eras show the same temples at this location):
 
curious where is the download or is still in devlopement
It's still in development, hence the discussion that's going on at the moment.

@Blue Monkey - wonderful images there; I wonder if there's anything online I could convert into buildings?
 
Would it be worth my working with Pesoloco's Diplomacy Editor to come up with the texts?
What might be easier for you is for me to show you what I've got so you can tinker with it? The only one I've really done is the Harappan text - but it still has "generic" bits with it and isn't all that fantastic: I've cut out all the other text here than the Harappan diplomacy (in the areas of the diplomacy text that are civ specific); all you need do is alter that and I can import it from this format. However, please ensure that you keep the same number of responses in each section that I've got here, otherwise the info transfer will have to be done manually!
Spoiler :

; Diplomacy

; $AI0 = AI's name
; $CIVNAME1 = AI's Civ
; $CIVADJ2 = AI's people (ADJ)
; $CIVADJ3 = AI's people (NOUN)
#AIFIRSTCONTACT
#civ 1
#power 0
#mood 0
#random 1
"Your long journey has led you to me, $AI0, Father of the $CIVNAME1."

; $GIVE0 = AI's trade offer.
; $GET1 = what AI wants from player.
; $PLAYER2 = Player's name.
; $CIVNAME3 = Player's Civilization.
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AIFIRSTDEAL
#civ 1
#power 0
#mood 0
#random 1
"Your people continue to interest me. $AI4, Father of the $CIVNAME5, offers an exchange. Choose your answer carefully."

; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's peoples' adjective
; $GET3 = What the AI wants.
; $UNIT4 = AI civ's best military units.
; $AI5 = AI's name
; $CIVNAME6 = AI's Civ
; $CIVADJ7 = AI's people (ADJ)
; $CIVADJ8 = AI's people (NOUN)
#AIDEMANDTRIBUTE
#civ 1
#power 0
#mood 0
#random 3
"As the tributaries of the Sarasvati flow into it and maintain the order of the world, so too tribute sustains $CIVNAME6. It is time for the $CIVADJ2 people to play their part in the great cycle of life."
"The protection of all followers of Vadavamukha is in my charge, $PLAYER0. I think you might need a bit of protection too, if you catch my drift."
"As the tree raises its branches to honor the clouds, so must YOU show respect to those above you. Pay us tribute or risk our displeasure."

; $PLAYER0 = player's name
; $AI1 = AI's name
; $CIVNAME2 = AI's Civ
; $CIVADJ3 = AI's people (ADJ)
; $CIVADJ4 = AI's people (NOUN)
#AIACCEPTTRIBUTE
#civ 1
#power 0
#mood 0
#random 3
"In the name of Pashuputi, that makes me SO glad, $PLAYER0."
"You are as generous as the Sarasvati is endless, $PLAYER0."
"You have chosen wisely, $PLAYER0. May the blessings of Pashupati be upon you."

; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $CIVNOUN3 = Player's people (NOUN)
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AIBLUFFISCALLED
#civ 1
#power 0
#mood 0
#random 3
"It looks like we will have to trust to the uncertain bounty of the Sarasvati after all."
"I swear by Pashupati that you will rue the day that you thwarted Mother $CIVNAME5!"
"You are foolish, but as courageous as Pashupati himself. I congratulate you. You will survive, for now..."

; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $AI3 = AI's name
; $CIVNAME4 = AI's Civ
; $CIVADJ5 = AI's people (ADJ)
; $CIVADJ6 = AI's people (NOUN)
#AIRENEGOTIATEPEACE
#civ 1
#power 1
#mood 0
#random 1
"Let us extend our peace treaty, $PLAYER0, and our friendship will last for as long as the Sarasvati flows!"
"By the grace of Pashupati, the peace between us has held. The $CIVADJ5 people would like to extend the treaty with $CIVNAME1. Will you agree?"
"Peace is the first flower of the world, $PLAYER0. Shall we not extend our treaty?"


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $CITY3 = The AI's city
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AIBORDERWARNING
#civ 1
#power 0
#mood 1
#random 1
"The Sarasvati waters us all, $PLAYER0, but I would appreciate it if you could enjoy her bounty without trespassing on $CIVADJ6 land."
"Does $CIVNAME1's arrogance know no bounds? Why do your troops threaten $CITY3?"
"$PLAYER0, It is written that an uninvited guest is like an ant at a picnic. Why do your troops approach $CITY3?"


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $CIVNOUN3 = player's people (NOUN)
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AIDONTTEST
#civ 1
#power 0
#mood 1
#random 1
"Very well. However, Pashupati's patience wears thin: do not test him so in the future!"
"We accept your feeble apology for the moment. Now go!"
"$CIVNAME5 humbly thanks you, $PLAYER0."


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $AI3 = AI's name
; $CIVNAME4 = AI's Civ
; $CIVADJ5 = AI's people (ADJ)
; $CIVADJ6 = AI's people (NOUN)
#AILOANOFFER
#civ 1
#power 0
#mood 1
#random 1
"We have had an excellent harvest this year, $PLAYER0 and our great granary is full. Therefore we can be of assistance."
"We'll discuss our terms by the harbour at Lothal."
"Some of our bounty is being shipped off from Lothal as we speak. Are these terms acceptable, $PLAYER0?"


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $CIVNOUN3 = player's people (NOUN)
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AINOLOANOFFER
#civ 1
#power 0
#mood 1
#random 1
"Alas, the vagaries of the Sarasvati mean it would not be prudent for me to invest abroad right now, $PLAYER0."
"We have had a poor harvest this year, $PLAYER0 and our great granary is almost empty. Therefore we cannot be of assistance."
"We've had to lay off the dock workers at Lothal as a result of our poor harvest; sorry, but we have nothing to give."


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $GET3 = What the AI Wants
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AIGIVEPEACETREATY
#civ 1
#power 1
#mood 0
#random 1
"Due to our men being away fighting for Harappa, we've lost valuable harvest workers. Therefore there will be a price for peace!"
"$CIVNAME5 will forgive your many insults against Vadavamukha, but only if you'll meet her price."
"Peace? I too long for peace! Our priests tell us that Pashupati demands you agree to pay this paltry fee to assuage his feelings!"


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $CIVNOUN3 = player's people (NOUN)
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AIPEACETREATYTHREAT
#civ 1
#power 1
#mood 0
#random 1
"In the name of Pushupati, I accept your offer of peace."
"As Pushupati is superior to any of your gods, so too is peace superior to war. I salute you for recognizing this, $PLAYER0. We accept your offer."
"We need our men for the harvest; I accept your offer of peace."



; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $CIVNOUN3 = player's people (NOUN)
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AINOPEACETREATYTHREAT
#civ 1
#power 1
#mood 0
#random 1
"Vadavamukha will speed us across the waters to your land so we can put an end to the $CIVADJ2 people!"
"Pashupati will give us the strength to wipe your pathetic armies off of the planet!"
"Your arrogance is misplaced, $PLAYER0. We will not surrender!"


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $CIVNOUN3 = player's people (NOUN)
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AIPEACETREATY
#civ 1
#power 1
#mood 0
#random 1
"I would be willing to end this war, $PLAYER0, if will you accept these terms as a sign of respect to Pashupati?"
"Despite everything, I still maintain a small degree of affection for your puny civilization. Will you accept these terms?"
"The life-giving Sarasvati has always flowed through $CIVADJ6 lands, and it always will, $PLAYER0, irrespective of our waxing and waning fortunes on the field of battle. This war has no significance from the point of view of eternity. Let us end it now."


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $CIVNOUN3 = player's people (NOUN)
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AINOPEACETREATY
#civ 1
#power 0
#mood 0
#random 6
"$CIVNAME5 does not forgive so easily, $PLAYER0. This war will not end until we are completely satisfied."
"Why would we possibly want to end this war? We are winning!"
"Not likely! $CIVNAME5 is winning!"
"Not a chance!"
"There is more chance of the Sarasvati drying up!"
"Pashupati tells us we have the right to continue this war until whenever we bloody feel like ending it. Forget it."


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $AI3 = AI's name
; $CIVNAME4 = AI's Civ
; $CIVADJ5 = AI's people (ADJ)
; $CIVADJ6 = AI's people (NOUN)
#AIMUTUALPROTECTION
#civ 1
#power 1
#mood 0
#random 1
"The armies of $CIVNAME4 are as strong as the life-giving Sarasvati itself. Join with us and we can rejuvenate your tired kingdom just as the great river refreshes the land."
"Pashupati teaches us that we should seek co-operation with our equals. What do you think?"
"$CIVNAME4 greets its good friend, $CIVNAME1! Shall we sign a mutual protection pact and confound our enemies?"


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $AI3 = AI's name
; $CIVNAME4 = AI's Civ
; $CIVADJ5 = AI's people (ADJ)
; $CIVADJ6 = AI's people (NOUN)
#AIRIGHTOFPASSAGE
#civ 1
#power 0
#mood 1
#random 1
"Brahma made this world for the benefit of all. Why do we fence areas off from one another? Let us break down these barriers."
"The Sarasvati is not mean-spirited, $PLAYER0: it winds through many lands, bringing water and life to all. Let us be similarly generous with our borders, and allow our people to cross freely in each other's lands."
"Allow Vadavamukha to bless your troops travelling across our waters, $PLAYER0 - sign a right of passage agreement please."



; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $CIVNAME3 = the AI's enemy
; $CIVNOUN4 = the AI's enemy's people (NOUN)
; $AI5 = AI's name
; $CIVNAME6 = AI's Civ
; $CIVADJ7 = AI's people (ADJ)
; $CIVADJ8 = AI's people (NOUN)
#AIMILITARYALLIANCE
#civ 1
#power 1
#mood 0
#random 1
"Greedy and corrupt $CIVNAME3 is a menace to both of our countries, $PLAYER0. Will the $CIVADJ2 soldiers join $CIVNAME6 to defeat this scourge?"
"Pashupati tells us that we need to ally with you in our war against $CIVNAME3, so that your forces can bear the brunt of the combat while we gather all of the loot. Are we agreed then?"
"A friend in need is a friend indeed, $PLAYER0! Assist us in the war against $CIVNAME3 and we will not be ungrateful!"



; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $CIVNAME3 = civ the AI wants to embargo
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AITRADEEMBARGO
#civ 1
#power 0
#mood 1
#random 1
"We are at economic war with $CIVNAME3, $PLAYER0. I hope that the $CIVADJ2 people will support our just cause?"
"The life-giving Sarasvati gives freely to all who dwell in the lands through which it passes. However, I see no reason why we should give freely to godless $CIVNAME3. Let us agree not to trade with these barbarians."
"The friendly $CIVADJ6 people ask for your economic assistance in our struggle against the non-believers of Pashupati, the $CIVNAME3."


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $CIVNAME3 = AI's enemy's civilization
; $CIVADJ4 = AI's enemy's people (ADJ)
; $CIVNOUN5 = player's people (NOUN)
; $AI6 = AI's name
; $CIVNAME7 = AI's Civ
; $CIVADJ8 = AI's people (ADJ)
; $CIVADJ9 = AI's people (NOUN)
#AIALLIANCEGREETINGS
#civ 1
#power 0
#mood 0
#random 3
"$AI6 affectionately greets you in the name of Brahma, $PLAYER0! How can we assist you in the ongoing war against $CIVNAME3?"
"Welcome, mighty $PLAYER0! There is still much to be done if we are to win our war against $CIVNAME3."
"Ancient $CIVNAME7 greets you. Like wheat from a sickle, the $CIVADJ4 people will fall before our blades!"


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $AI3 = AI's name
; $CIVNAME4 = AI's Civ
; $CIVADJ5 = AI's people (ADJ)
; $CIVADJ6 = AI's people (NOUN)
#AIPEACEGREETINGS
#civ 1
#power 0
#mood 0
#random 3
"$AI3 of $CIVNAME4 greets you! Will you trade with us and make both of our countries wealthy and strong?"
"As the Sarasvati brings us water and life, so too it brings me news of your remarkable exploits, $PLAYER0. I would hear more."
"As much as the Sarasvati waters us, trade is the life-blood of the world. Does your backward civilization wish to trade with mighty $CIVNAME4?"


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $CIVNOUN3 = player's people (NOUN)
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AIWARGREETINGS
#civ 1
#power 1
#mood 0
#random 3
"$CIVNAME5 does not usually converse with enemies. Be quick!"
"$CIVNAME5 is mighty, $PLAYER0. Have you finally recognized the futility of resistance?"
"Mighty $AI4, greatest warrior of the age, grants you an audience, $PLAYER0. What do you want to discuss?"
"Welcome, $PLAYER0. The longer this war continues, the more $CIVADJ2 citizens will die. Make me a reasonable offer and let us end this now."
"Why are you here, my foe?"
"You are beaten, $PLAYER0, admit it. Give us what we want and end the destruction of your people."
"Mighty $AI4, Ruler of the $CIVADJ6 people, greets his enemy, $PLAYER0."
"Why are you here, my foe?"
"Greetings, my enemy $PLAYER0! Why are you here? Too cowardly to meet me on the field of battle?"


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $GET3 = player's demand
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AIGIVETRIBUTE
#civ 1
#power 0
#mood 1
#random 1
"$CIVNAME5 agrees to your request, $PLAYER0. But I will tell you that we don't like it much. I hope that $GET3 is worth the risk of our friendship..."
"We recognize extortion when we see it - and we realize that there are some times when we must surrender to it. Just don't push us too far, $PLAYER0."
"$CIVNAME5 agrees to your request. But you should take care: this has a certain extortionate air to it, and it is no way to treat your friends. If you wish to keep them."



; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $AI3 = AI's name
; $CIVNAME4 = AI's Civ
; $CIVADJ5 = AI's people (ADJ)
; $CIVADJ6 = AI's people (NOUN)
#AIWEAKREJECT
#civ 1
#power 0
#mood 1
#random 2
"I take offence at this shabby offer! Why not put in a little more to show your respect for the Great $AI3?"
"Do not insult my intelligence, $PLAYER0."
"I think we are very close to a deal. Can you provide a little more?"
"Offer a little more, $PLAYER0, and we're in business."
"I think we are very close, but you must come up with a little more."
"My advisors tell me that this deal is not quite fair for the people of $CIVNAME4. Please increase your offer."


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $CIVNOUN3 = player's people (NOUN)
; $AI4 = AI's name
; $CIVNAME5 = AI's Civ
; $CIVADJ6 = AI's people (ADJ)
; $CIVADJ7 = AI's people (NOUN)
#AINEUTRALREJECT
#civ 1
#power 0
#mood 1
#random 2
"I am sorry, $PLAYER0, but I simply cannot accept."
"That deal is not acceptable."
"We will not accept any such proposal."
"Do not try $CIVNAME5's patience, $PLAYER0. That offer is unfair!"
"Do you take me for a fool? That offer is completely unfair to $CIVNAME5!"
"I honestly cannot accept such an offer."


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $AI3 = AI's name
; $CIVNAME4 = AI's Civ
; $CIVADJ5 = AI's people (ADJ)
; $CIVADJ6 = AI's people (NOUN)
#AISTRONGREJECT
#civ 1
#power 0
#mood 1
#random 2
"I must decline your offer, friend $PLAYER0. My people deserve better."
"I'm afraid that $CIVNAME4 must hold out for a fair deal, $PLAYER0. The one you offer is not."
"I have no time for this. The deal you offer is unacceptable in the extreme."
"WHAT? Are you insane?"
"Forget it, $PLAYER0. Your offer is absurd."
"According to my calculations, this offer is absolutely unfair to $CIVNAME4. Surely that was not your intent? Perhaps you should check your numbers."



; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $AI3 = AI's name
; $CIVNAME4 = AI's Civ
; $CIVADJ5 = AI's people (ADJ)
; $CIVADJ6 = AI's people (NOUN)
#AITOTALREJECT
#civ 1
#power 0
#mood 1
#random 2
"I am afraid that $CIVNAME4 is unable to accept such a deal."
"No. It does not work for us at present."
"$CIVNAME4 can make no such bargain with you."
"I will not even discuss such a deal with you!"
"No! I will speak about this no more!"
"I fear that we cannot accept your offer at this time, $PLAYER0."



; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $AI3 = AI's name
; $CIVNAME4 = AI's Civ
; $CIVADJ5 = AI's people (ADJ)
; $CIVADJ6 = AI's people (NOUN)
#AIREJECTTHREAT
#civ 1
#power 0
#mood 1
#random 1
"$CIVNAME4 sneers at your hollow threats."
"You seek to bully the stalwart $CIVADJ5 folk? You underestimate us badly, $PLAYER0. I spit on your hollow threats."
"It's a sad state of affairs when $CIVNAME1 tries to bully her friends. We will have no part of this."


; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $AI3 = AI's name
; $CIVNAME4 = AI's Civ
; $CIVADJ5 = AI's people (ADJ)
; $CIVADJ6 = AI's people (NOUN)
#AITHANKS
#civ 1
#power 1
#mood 0
#random 1
"Ancient $CIVNAME4 thanks its friends, the $CIVADJ2 people."
"$CIVNAME4 thanks you, $PLAYER0."
"$CIVNAME4 salutes its friend, the tiny nation of $CIVNAME1."



; $PLAYER0 = player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $AI3 = AI's name
; $CIVNAME4 = AI's Civ
; $CIVADJ5 = AI's people (ADJ)
; $CIVADJ6 = AI's people (NOUN)
#AIWILLRETREAT
#civ 1
#power 0
#mood 1
#random 1
"As the Sarasvati meanders through Harappan lands, bringing water and life to all, so too my men seem to have meandered through your lands. They will return home to their fields."
"I deeply regret this unfortunate incident, $PLAYER0. Our men will be withdrawn right away!"
"I apologize for my overzealous people. We will withdraw."


; $PLAYER0 = $player's name
; $CIVNAME1 = player's civ
; $CIVADJ2 = player's people (ADJ)
; $AI3 = AI's name
; $CIVNAME4 = AI's Civ
; $CIVADJ5 = AI's people (ADJ)
; $CIVADJ6 = AI's people (NOUN)
#AIWILLRETURNHOME
#civ 1
#power 0
#mood 1
#random 1
"You are very touchy these days, $PLAYER0. It's almost as if you don't trust us. Very well. We will withdraw at once."
"Your paranoia is disturbing, $PLAYER0. But we will withdraw immediately."
"As you wish. We will return home - for now."
"The $CIVADJ5 troops humbly apologize for this incursion. Please be assured that it will not happen again."


# ; This line must remain at end of file


In terms of the unit, I've updated it and hope you like the new version!

IndianGuard01.jpg


Incidently, the amended Mediterranean cities are now in the mod and look fantastic. The latter of the two eras RedAlert did is one of my favourite city sets.
 
If we can't get a dhoti prop...

I think that a dhoti can probably be simulated by applying a transparency and a texture to Kinboat's long kilt prop. That's what I'm planning to try for the Indian Worker, at any rate.
 
I think that a dhoti can probably be simulated by applying a transparency and a texture to Kinboat's long kilt prop. That's what I'm planning to try for the Indian Worker, at any rate.
I'm really thankful that you're doing the Indian worker - any chance of making a simple settler unit out of the same model please?

In terms of the mod generally, things are going well and productivity is high. Due to this, I feel it would be a shame to drop things I'm working on now to rush out a demo on Wednesday. Looking at where I'm at with everything though, a demo version featuring roughly 8-12 civs shouldn't be too far away, maybe a week or two after the Wednesday deadline? The Huns are "complete" in terms of the mod, as are the Anglo-Saxons, Carthaginians (who have the "cothon" instead of a harbour), Dacia, Florence, which was completed a while back; additionally, I'm working on all three Indian civs at the moment. Civs near completion include the Byzantines and Egypt, so I'd say that in about a couple of weeks time we should have about a dozen civs fully-fledged and ready to rumble.
 
Status
Not open for further replies.
Back
Top Bottom