A visual experiment: Would you like Civ3 to look like this -->

Yeah 1 row of 2 will definately be used for some units (elephant as stated above)

GIDustin
 
That looks very cool....great work:goodjob: So does that take seperate single foot unit flcs, pile them into a multi unit builder and make a flc out of it at the end?
 
when will you post the utility? it is definatley one of the best things ever to happen to civ3
 
First of all, like almost everyone, I love your idea and preveiw . :goodjob:

How about instead of a power-bar for unit health have some of the unit die. [phaser]

You know like the unit starts with 6 guys then, 4 then, 2 then dead. But resting could heal/recrute more guys. :cool:

What do you think would that be possible? :confused:
 
No. :( but don't worry, you're far from the first to suggest it! ;)

Would it be possible to create a "column", 3 lines of 2 [6 units in three single file lines]? Or would that be too large for the dimensions. also, is it possible to have a "square" [2 rows of 2] in which each unit faces towards a different corner, like a Napoleonic era infantry unit under attack from cavalry. Obviously the animation would be the same for all compass directions...

It looks great Steph :goodjob: :thumbsup:

With this great SB builder, it looks like the only real work will be in writing death animations [after all they can't all die the same way.] Perhaps a few can die, while a few can play their "run" flc in various directions away from the battle, so we won't need as many new anims.
 
Originally posted by LuckyOrDead
How about instead of a power-bar for unit health have some of the unit die.

I'm sorry, you are about the 20th person to make this normally excellent suggestion.
But it is just not possible in Civ3.....at least not without some sort of coding change, which is way beyond our skills.

Sorry.

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Note to everyone:-
I have made an announcement at the top of the thread stating this.

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To Civinator,

Well, how about a single default figure, reduced in size (maybe the units.32 figure?), standing around an open fire.

In addition, maybe the encampment could be progressively better further up the tech tree?
*Ancient = an open fire and some logs
*Medieval = some of those colourful round pointy tents used by Knights in sieges?
*Industrial = off white 'triangular' tents?
*Modern = dark green 'triangular' tents?

"I'll leave it with you!" ;)
 
STEPH! How many fingers have you got!
I was just about to E-mail you about your 'tool'.....and I find that you have already fixed some of the things that going to talk to you about! :lol:

Oh well, it's probably best that I post them here, so that other people can contribute.

I was going to suggest adding the 'grid' to the preview window....but you have already done it. :p

Also, I was going to mention that although the N, S, E, W directions are fine, the NE, SE, NW, SW dirctions do not match the 'grid'......but you have fixed that too! :p :lol:

However, I notice that the figures are still a little bit outside the grid.
Would it be possible to squeeze the figures together a bit more so that their feet stay inside the grid?

Last of all......shadows.
The golden rule about shadows is this:-
"ALWAYS change the storyboard to the nice grey Alpha.pal palette when copying-'n-pasting anything with a shadow in it.
If you use the default 'pink' backround, then the shadows will appear bright red or green in Flicster, and in the game."

Because all the flcs use different palettes, you have used the 16 million 24 bit colour palette (good choice by the way).
But using the 16 million 24 bit colour palette means that the 'maintain indexes' button is unusable.
You end up with the shadows bright red & green.

I don't think that you can cure this.....and to be honest, I wouldn't bother.
All the creator has to do is use the PaintShop 'colour replacer' tool to change all the bright red/green bits into one of the shadow colours.

I have used shadow colour 141/141/141 in the screenshot below, and although there is a slight loss of shadow quality (i.e all the shadows are the same shade), this is a very small price to pay for all the time that your excellent utility saves (and a shadow colour of 141/141/141 looks perfectly ok on the map. Any loss of quality is entirely unnoticeable).

If anyone has a better soulution then please let us know.

Other than that.....it's perfect! :goodjob:
 

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Oops again!!!!!!!!!

Hang on Civinator......I'll try to fix it.
That's better.
("That's what you get for coming back from the pub Kryten!")

Did you see my post about the encampments above?
 
two points:

I prefer the crowded look. It just makes the armies seem as 'powerful' as their stats imply. With this you could totally convert the game from large scale world war to say, A a very small scale beachhead landing.

Also, Steph, a simple suggestion. how about you can (1) set the number of units you want on the square, (2) set how much you will scale each unit down in size, and from there you can (3) create any style of formations by simply setting the x/y co-ordinates for each unit for where they will be on the square. That way, we dont have to stay with your preset formations; we can make our own.

If you can do that, I would rate this the best tool ever!
 
where is this wonderfull utility that allowes you to build the units yourself? I am making a Napoleon scenario, and this will help A LOT
 
Originally posted by Civanator
[Kryten, I'm curious, did you get that name from the show Farscape?

Actually....he comes from a British comedy series called "Red Dwarf".
He is a 4000 series mechanoid, who is trapped on a five mile long mining starship 3 million years in the future with the last remaining human, a hologram of a dead crewmate, and a creature who has evolved from the domestic cat.

Here is a picture of Kryten with his groinal attachment (....don't ask! :lol: )......
 

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Re the sounds:

Cannon 4 is nice, but six uses the alternating speakers, which is nicer. I loved the cannons :)

I feel there's 'oomph' lacking in the other parts.

I feel that the melee's sound like a bunch of swashbucklers as opposed to steel maces and bronze spears. The charges have the same problem. Both I feel could use loud, baritone warcries if there's to be any voices at all (the civ2 officer's "fire" was awsome).

The rifles could be slightly lower pitched, but my main complaint is the rilfes don't sound like soldiers with guns lining up nearly as much as it sounds like a 1950s western. There's WAY too much emphasis on the richochet.

But cannon 4 and 6 are awsome.

What civ2 had in their sounds was a lot of bass in the battle noises. You could really feel the battle. It wasn't a the 'tink tink' of a sword but the 'clank clank.'
 
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