CivChess Project

@Gaius
Well then I will plan to mod Colonization in mid to late summer. :)

As to the chess mod, I managed to teach the AI a few things about playing chess. For the moment I have a few random elements it what unit it moves, but as I develope the AI more, those randoms will be less and less important.

As for what the AI knows so far.
It knows how many pieces each of its units can take and how valuable those pieces are.
It knows how many pieces can take its units.
It now knows how to properly move knight units.
If it gets the choice between taking a low value piece and a high piece, it will pick the high value.

I'm going to play a few games and maybe tweak it a bit, but I will prob upload my current progress tomorrow some.

After I do that I'm going to put the AI off for a few days and polish up a couple of the other parts of the mod. Mainly I'm going to rewrite the victory condition code and add in a bunch of pedia texts.
 
Sounds good. I'm very interested to see how Python (that's where all this work is going, yeah?) can be adapted to create new AI's and rules. :) I pretty much finished that Pawn (I just stuck a sphere on top :D) but I've realised that I haven't actually tested a unit in game, per say. Although I'm sure C. Roland's tutorial will get me there :) Didn't work on it today, but I plan to spend a good coupla hours knocking off the King and Queen meshes.
I'm gonna leave the textures for last, in case someone with more experience than I cares to step in and do what I find to be a very difficult process (hint, hint, any expert skinners). Although I'm happy to have a go myself. :)
 
very interesting mod i have tried it i m waiting for the AI to be fixed also im working some chess models that can be used as alternative for your mod
thanx for you work
Pawn1.jpg
Pawn.jpg
 
Sounds good. I'm very interested to see how Python (that's where all this work is going, yeah?) can be adapted to create new AI's and rules. :) I pretty much finished that Pawn (I just stuck a sphere on top :D) but I've realised that I haven't actually tested a unit in game, per say. Although I'm sure C. Roland's tutorial will get me there :) Didn't work on it today, but I plan to spend a good coupla hours knocking off the King and Queen meshes.
I'm gonna leave the textures for last, in case someone with more experience than I cares to step in and do what I find to be a very difficult process (hint, hint, any expert skinners). Although I'm happy to have a go myself. :)

Sweet, glad to hear you are making progress. Good luck on testing the unit in game. Yea, don't worry about the textures for now. I'm planning some simple black and white textures to make them look like the simple plastic sets you buy at walmart. So if we can't find a texture skilled to do it, I'm sure the two of us can put some thing together. :king:
 
very interesting mod i have tried it i m waiting for the AI to be fixed also im working some chess models that can be used as alternative for your mod
thanx for you work.

Very awesome, the pics look good. Post up a link and I will be happy to include them. They would make a great Metalic Set.
 
Oh dude I just had a brainwave. Instead of Civilizations, you could have chess sets from all over the world!

Well I have implemented this idea. It was really easy using UnitArtStyles. I made a modern style and a Modern civ to to use it, Vwalaa, a Modern Chess Set. :cool:

I had to go out of town for a few days and still need to finish a few things on the AI before for I post the next demo version, so will be next weekend before I post it. Good news I will be able to get a few of the basic things done while away from my coding computer.

Planned Changes:
New Main Menu graphic.
1 to several Chess Sets.
I may also get some more pedia entries if I get time to google.
 
Somehow if i try to use civilizationartstyles, It will not show them.
I tried to use Age of Ice Scenario graphics for Black Doviello, White Amurites, just for the unitgraphics. but it will not show the results in game.
So, my question is... does it work at all? can you make it work, that would be awesome...
 
Jekel im still working on them i put them in game and they look fine they use 256 texture they will take 2 weeks and as Chugginator said they are a little bit high poly the nifs size is between 120--250 ko
 
Ok, I finished up the siege tower... I did skins for black and white. Files are here.

2tonetowers.jpg


And an in-game view.
Spoiler :
towerattack.jpg


It's fully animated with sounds. I couldn't find any effects that would work well for the oil so I set one up. You'll have to add this entry in the effects xml.

Spoiler :
Code:
		<EffectInfo>
			<Type>EFFECT_POUROIL</Type>
			<Description>OILPOURS</Description>
			<fScale>1.0</fScale>
			<fUpdateRate>0.8</fUpdateRate>
			<Path>Art/Units/tower/pouroil.nif</Path>
			<bIsProjectile>0</bIsProjectile>
		</EffectInfo>

I just used the artdefines that were used for the trebuchet previously, and changed the fwidth for the trail definition to 1.4. I'm not sure if everything else is set up right in there, but it works.

Spoiler :
Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_CIVCHESS_ROOK</Type>
			<Button>Art/Interface/Buttons/Units/CivChess_Rook.dds</Button>
			<fScale>0.40</fScale>
			<fInterfaceScale>.7</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/tower/tower.nif</NIF>
			<KFM>Art/Units/tower/tower.kfm</KFM>
			<SHADERNIF>Art/Units/tower/tower.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/CatapultShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<iDamageStates>4</iDamageStates>
			<TrailDefinition>
				<Texture>Art/Shared/wheeltread.dds</Texture>
				<fWidth>1.4</fWidth>
				<fLength>180.0</fLength>
				<fTaper>0.0</fTaper>
				<fFadeStartTime>0.2</fFadeStartTime>
				<fFadeFalloff>0.35</fFadeFalloff>
			</TrailDefinition>
			<fBattleDistance>0.5</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop>LOOPSTEP_WHEELS_3</AudioRunTypeLoop>
				<AudioRunTypeEnd>ENDSTEP_WHEELS_3</AudioRunTypeEnd>
			</AudioRunSounds>
			<SelectionSound>AS3D_UN_CATAPULT_FORT</SelectionSound>
			<ActionSound>AS3D_UN_CATAPULT_FORT</ActionSound>
		</UnitArtInfo>
 
I'd assume so... I didn't want to revive the other thread from page 3.

This will be useful for sets that use civ units for the pieces, instead of standard chess pieces. Or I'm hoping anyway... it took a while to do, and it'd be a shame for it to go to waste.
 
No it won't. I'm sure someone could find a use for this in a more general mod. I've always thought a Seige Tower would be great as a unit to keep in a stack to increase city attack.
 
Wow, yes, very nice unit. I am getting back in town tomorrow or friday and will definetly download it and add it to the Medieval Units Set. Thanx winddelay, great work. :cool: :band:
 
Jekel im still working on them i put them in game and they look fine they use 256 texture they will take 2 weeks and as Chugginator said they are a little bit high poly the nifs size is between 120--250 ko

Cool, take your time, I'm a few months from releasing the accual public version. Just let me know when you get them done and I'll add them in. :)
 
Wow, yes, very nice unit. I am getting back in town tomorrow or friday and will definetly download it and add it to the Medieval Units Set. Thanx winddelay, great work. :cool: :band:

any news on the use of ethnic artstyles for black and white?
I couldnt make it work at all, last time i tried.
 
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