[SDK] Port District (Updated)

@keldath Yes I am :)

Been busy with a lot of WTP modding but I want to get back to working on an improved combat system, and I've noticed that you've added several interesting mechanics to DOTO which I consider building upon. Ideally we'd come up with a system that would work for both BTS and Colonization mods. More on this later..
 
btw, if wtp would have been mp playble, i would have tried it i belive.
We are still trying to fix the MP issues of "our baby".
Single player works flawlessly though.

WTP is simply a monster in terms of game features.
It is not that easy to figure out which of our features causes MP issues.
 
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@devolution

I will try to find good graphics (matching WTP colonial theme) for this. :thumbsup:
(For the base improvement and also its upgrade level.)

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Outdated:
Spoiler :

Concept idea:

I will try to integrate this as Improvements "Coastal Pier" in WTP.
(If you want, we could also have "Coastal Port" as its upgrade.)

Considering "Port Functionality" (once built):

The "Coastal Pier" will function like a Dock.
("Coastal Port" is just the upgrade of it, using our "Growing Improvements.)

  • Will allow to build Small Coastal Ships, Big Coastal Ships, Fishing Boats
  • Gives Food on Water Plots in City Radius (+1 for Coastal Pier / +2 for Coastal Port)
  • Allow to sell Treasures to the King
  • Allow to load / unload Goods in the City.
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Let me know if the game concept is ok for you. :)
(But as I said, I first need to find good graphics - not looking identical to "River Ferry".)

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Started to work on this now - simply because the game concept is interesting for me. :thumbsup:
Give me some time for it though - I am a bit busy this weekend.
 
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@devolution

Here are the graphics I will most likely use for WTP.
"Coastal Pier" / "Large Coastal Pier"

Anything bigger than that would not look well.
(It would be bigger than the Pier / Dock the player can build in the Cities.)

It simply needs to match for immersion.
(Thus it may only be something like a small pier, not a massive harbour.)



 

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@devolution

I prepared all graphics for "Coastal Pier" / "Coastal Port" in WTP.
(aka "Port District in WTP".)

This is the commit of the graphics, so you can easily use it. :thumbsup:
(Since it is your feature, I thought I would better leave the rest of the implementation to you.)

XML for the ArtDefs also see below.

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Credits for 3D graphics of "Coastal Port":
It is standard Civ4BTS graphics - at least that is where I found it if I am correct.

The rest (Buttons, Atlas, ...) I created myself.

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Comment:

It is probably best you implement this feature in your WTP branch, the way you like. :)
(Since I am not really sure anyways how you want to have it, what you like it and what you did. :think:)

Have fun implementing this feature in WTP. :hug:
(I should really stop the urge to implement all gameplay relevant features in WTP features myself. :mischief:)

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Just so you know what I have prepared as graphics for you:
(Just to save you some time.)

Level 1 Improvement: Coastal Pier



Level 2 Improvement: Coastal Port
(Using our Growing Improvement Feature)



Build Buttons:



Buttons for Worldbuilder / Colopedia:



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XML for Improvement Art Defines

(Maybe still play a little bit with "fScale" or "fInterfaceScale" to find values you like.)

Code:
        <ImprovementArtInfo>
            <Type>ART_DEF_IMPROVEMENT_COASTAL_PIER</Type>
            <bExtraAnimations>0</bExtraAnimations>
            <fScale>1.4</fScale>
            <fInterfaceScale>1.0</fInterfaceScale>
            <NIF>Art/Structures/Improvements/Coastal_Pier/routedock.nif</NIF>
            <KFM/>
            <Button>,Art/colonization_atlas_buildings.dds,4,16</Button>
        </ImprovementArtInfo>
        <ImprovementArtInfo>
            <Type>ART_DEF_IMPROVEMENT_COASTAL_PIER</Type>
            <bExtraAnimations>0</bExtraAnimations>
            <fScale>1.4</fScale>
            <fInterfaceScale>1.0</fInterfaceScale>
            <NIF>Art/Structures/Improvements/Coastal_Port/harbor.nif</NIF>
            <KFM/>
            <Button>,Art/colonization_atlas_buildings.dds,5,16</Button>
        </ImprovementArtInfo>
 

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  • Improvement_Buttons_in_Atlas.jpg
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  • Coastal_Port_Build_Button.jpg
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@devolution

Just a question for understanding.
In WTP: Is this going to be built by

A) a Pioneer on land ? (Standard WTP until branch "Plains") :think:
B) a Fishing Boat on water ? (branch "Plains" allows that now) :dunno:

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Just want to know which way you prefer. :thumbsup:
Of course feel free to implement your own gameplay design. :)
 
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@devolution:

By the way, if one the graphic above does not suit your taste, I can alteratively also offer this.
(Also found it in Civ4BTS if I am correct. - Did not create this myself.)

Adjusting Build Buttons or Improvement Button (in Atlas) would be a piece of cake. :thumbsup:
Just let me know which graphics you like and want to use. :)
 

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@devolution
Do you want to have this feature integrated in WTP ?

Basically the graphics are already in the mod. (Just waiting to be used.)
All that would need to be done is DLL logic and XML setup.

If you want to, once the DLL logic is implemented I can also do the XML if you like. :thumbsup:
It is up to you though if you are still interested to integrate this in WTP. :dunno:

There could even be very nice gameplay synergies now. :)

e.g.
We would have another Improvement that our Worker Boats can build. (Thus it could be built on a Water Plot then.)
These 2 Improvements might grant City access to Ships that otherwise only has Shallow Coast (Basically "Harbour Space" - see below - alrady defining what could use it.)
Also these 2 Improvements could also use the Feature "Harbour Space System" and only have limited space (similar to Forts using "Barracks Space System)

It is your decision of course, since it is your feature. :thumbsup:
 
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