C2C: Promotions

When attacking a unit and looking to afflict a unit (without the attacker actually having the disease themself), it would be a matter of giving them a promotion that works like a poisoning, using AfflictOnAttack. I've just made some adjustments to that mechanism that would make this all the more workable. Once a unit in the city has been given the disease via combat, that unit could be quite likely to spread the disease to the city itself depending on the nature of the disease.

*rubs chin* Woo, then you could also make a city 'under siege', where all outside trade is blocked?
 
*rubs chin* Woo, then you could also make a city 'under siege', where all outside trade is blocked?

Its not at all on my immediate todo list which is already huge but a Land Blockade system like that is something I, too, would like to see in C2C.
 
But not all are good for our mod like Leech. That one only fit to fantasy mod like fall from heaven.

So be little sceptic when you will add them
 
These all sound excellent, they are somewhat realistic too, perhaps all they need is new names and maybe very slight reworking. Sound really fun though!
Bloodlust, Enlightenment, Giant Slayer, Inspiration, Last Wish, Mentor, Siege Breaker.
 
Those are Python promos, right? IN that case the AI would be unable to use them well, so I'd be against implementing them.

Edit: Also, I need a button for the new Aggressive promotion, currently IIRC it has the replaceme button.

Workin' on it. Should have it to you tonight but I do need to make merging Koshling's last dll changes a first priority.
 
@Hydro & LS,

I'm RE-teaching myself how to do the promotion button art so I've done this from what I remember of the process and it could be fine but it could also have an issue or two so I need y'all to let me know if anything is not good with it so I can learn to do these right. Anyhow, here's my proposition for the aggressive promo:
 
The problem is me and GIMP don't get along well. I used to be able to open up a page when a file was open on GIMP that displayed every channel and for some dang reason I'm not able to find how to do that again... grrr...

Yes, an embellished Ares symbol :D

BTW, when you say WRONG alpha channel, are you saying there IS an alpha channel in that dds? uph... this used to work better for me before I moved computers... something doesn't seem to be set right here.
 
If you go into DXTBmp and then add the alpha layer I provided then it should work.

EDIT: When I make my buttons I use the border layer file as the top layer and then the new image as the bottom layer and then save the file (normally as a jpg). Then I open DXTBmp, add the alpha layer and save as DDS DXT3. And it makes it look like a standard civ4 button which means the correct border and the matching rounded square alpha layer.

Note this is for all buttons, not just promotions. It works for buildings, units and even techs and civics.
 
Wow... ok, quickly following that after finding DXTBmp I was able to determine I don't need GIMP for anything! YAY!!! (unless I need to use it to CREATE an alpha layer later on for some of those other graphic propositions we were discussing in the pms a while back.)

Anyhow, THAT program makes things MUCH easier.

Here's the new one. I hope it works correctly now.

Oh, I just had an afterthought... that filename should probably be changed to AggressivePromotion so it has a much lesser chance of overlapping with another file reference in the FPK, wouldn't you say?
 
@Thunderbrd

1. That looks much better. Great job! :goodjob:

2. Glad Afforess' tutorial helped. And heck yeah, DXTBmp is a great tool!

3. Yeah probably a good idea to make button names as unique as possible for less confusion. But still recognizable so AggressivePromotion.dds is a good name.

4. Finally someone else on the team who knows how to make icon/buttons. For awhile there it was just DH and I. However I think I make better buttons than DH. :lol: :p

@ls612

You should look over that tutorial. I know you don't like making art but its really simple to learn.
 
It helps that for me its just a matter of conversions and trying to understand this Alpha transparency stuff. The shape design aspect of it is something I've practiced a LOT over the years of board game designing.

So I got all the drop shadow, beveling and coloring settings sufficiently on point enough to blend in to your satisfaction then? I was aiming to please there by trying hard not to over-embellish. ;)
 
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