Graphic features and other improvements

Discussion in 'Civ4Col - We The People' started by Schmiddie, Nov 6, 2020.

  1. Schmiddie

    Schmiddie Emperor

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    Hi folks,

    I have started this thread specially for graphic improvements / amendments of WTP.

    Here is my first one I like to share. To my view desert could need some improvement. I therefore intend to implement a new bonus ressource only for desert:

    - Cactus!


    The cactus currently gives some extra food. In my tests I used 2x extra food - but this can of course be changed when implemented:





    It also works on hills because it is prepared to use the terrain nature:



    When you like it I will upload it to the big river branch. It is ready to be implemented. All files are complete.

    Regards

    Schmiddie
     

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    Last edited: Nov 6, 2020
  2. Schmiddie

    Schmiddie Emperor

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    I have also made some slight improvements "in the background" which some player might never notice. Nevertheless they enhance the game feeling:

    1. I have added the "look-through" / mirror effect to water ressources. Don't know if you can imagine it on the screenshot.



    2. I have added and changed smoke effects for some buildings. The workshops and factories working with iron (e.g. iron works, arsenal) have more and darker smoke now.

    3. Furthermore I have changed the graphic for the town market (1. level). To my view this one fits better.

    4. I have changed the building graphic on the map for magazine, arsenal and great arsenal. You can now see the forge much better - together with the new glow and smoke effects it looks very nice. I think you need to see it ingame, but here is a first impression:

     

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    Last edited: Nov 6, 2020
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  3. raystuttgart

    raystuttgart Civ4Col Modder Supporter

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    All of it looks great. :goodjob:

    I also really like the "Cactus".
    (+2 Food is fine for me.)

    Is it already integrated in "Large Rivers"?
     
  4. Schmiddie

    Schmiddie Emperor

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    Yes, it is done now.
     
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  5. Neko Keeshi

    Neko Keeshi Chieftain

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    off topic side note;

    You guys are f*ckin awseome. <3 <3 <3
     
  6. Schmiddie

    Schmiddie Emperor

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    Hi Folks,

    The coasts of the New Word are dangerous. Therefore you can now find ship wrecks along the coasts of the New World. They are rare..but maybe it is worth to check them for gold and castaways.

     

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  7. Schmiddie

    Schmiddie Emperor

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    Hi Folks,

    development of land graphic is in progress: I changed the graphic for hills and peaks a little bit. The hills now look more "smoothly" and fit better. In the current version they look brown and if the ground has been ripped. Furthermore the prairie has been made a litte less rich in contrast.

    Happy to get your feedback:

    Current version:



    New Version:

     

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  8. raystuttgart

    raystuttgart Civ4Col Modder Supporter

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    Looks great. :thumbsup:

    I really like the new Ship Wreck and I also like the Terrain Changes.
    (They feel authentic and make the game a bit more immersive.)
     
  9. Mr. ZorG

    Mr. ZorG Prince

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    to be honest, I like the old hills better. they are more colorful.
    but the new Ship Wreck looks great)
     
  10. raystuttgart

    raystuttgart Civ4Col Modder Supporter

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    I actually like the new version a bit better. :)
    Mostly because the new colours look more realistic / natural / authentic / immersive.

    The "brown" really is more natural and less comic like than the "yellow".
    Maybe it is just about getting used to it.

    The other reasons I like it:

    I have seen Melcher Kürzer's work (he uses similar colour schemes).
    I am pretty sure that "Terrain Features" and "Bonus Ressources" will blend into the new colour schems nicely.

    -----

    But of course personal tastes are different. :dunno:
    Maybe it is just a "German thing" that we favour less brightly coloured graphics ... :lol:

    -----

    Suggestion though:

    Let us have Schmiddie finish his graphical overhaul. :thumbsup:
    (Which if I understood him correctly is inspired by Melcher Kürzer's work.)

    Then we can take a look at the final picture and better evaluate the result.
    (Right now he has just started and wants to improve other things like "Terrain Features", "Bonus Ressources", ... as well.)

    I have seen already several times the results of his work and fully trust that it will look awesome in the end.
     
    Last edited: Nov 8, 2020
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  11. Schmiddie

    Schmiddie Emperor

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    Hi All,

    As internally discussed I have finished a new Goody Hut "Campfire". It may be integrated on the map as additional Goody Hut which spawns lost settlers etc.:



    The fire/smoke effect will start as soon as a unit comes along the campfire.
     

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  12. Mr. ZorG

    Mr. ZorG Prince

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    sounds good, looks good) Hopefully all these changes will be included in the release log. I will need to tell my subscribers about them. although they are few)
     
  13. Neko Keeshi

    Neko Keeshi Chieftain

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    all I can say is: Wow.
     
  14. raystuttgart

    raystuttgart Civ4Col Modder Supporter

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    @Schmiddie:

    The enhanced Goody System (Goodies that can spawn only Units) we have been discussing about is implemented and available for your testing. :thumbsup:
    (It uses your Goodies "Ship Wreck" and "Camp Fire")
     
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  15. Zeta Nexus

    Zeta Nexus Deity

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    Why don't you keep both and let your players choose. AND2 / CoM has 4 terrain sets to choose from. Of course you can change the graphics only outside the with the launcher created for the mod.
    You already have two dll-s to choose from.
     
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  16. Nightinggale

    Nightinggale Deity

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    Last release, yes, but internally I have merged the dlls because it makes everything easier for everybody. I would need a really good reason to go back to the multi dll release system because it sucks for developers to manage. The only reason we had it was because it was a fast way to regain 1 plot radius. Allowing the code to do both and switch at runtime required some more complex code.
     

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  17. raystuttgart

    raystuttgart Civ4Col Modder Supporter

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    Because it is effort to maintain and assure the same quality (e.g. mathching Bonus Ressources, Terrains, ...) for both. :dunno:
    It is also confusing for players and will always need extra explanations from us ...
    We will definitely keep only 1 variant.

    I was actually never really happy with that, mainly because of balancing issues. :dunno:
    But that was already discussed and now we have at least merged them into 1 dll (for an upcoming release).
     
  18. Schmiddie

    Schmiddie Emperor

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    Hi Folks,

    just to give you an impression what I'm currently doing: I'm playing a little bit with different potential improvements for plantations, farms and bonus ressources.

    - Plantations might get "racks" (2 per plantation)
    - all bonus ressources for plantations might get new ground graphics (beds)
    - houses might be repositioned
    - Maybe normal plantation might get a smaller house

    For this I'm currently fighting with the CIV4PlotLSystem.xml. One of the most "interesting" files of the game...hence this is a good exercise to learn how this file works.

    Here are the current results based on cotton:



     

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  19. Nightinggale

    Nightinggale Deity

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    I think it would be a good time to document how it works too. For now it could be as simple as writing a txt file and list all the tag names. Then fill out what they do as you figure it out. Eventually we can put it on our wiki.

    CIV4PlotLSystem.xml is one of the few xml files (only one?) where I'm completely lost. Looking in it I don't even know where to start regarding figuring out how to control it. However as you put it, it is one of the most "interesting" xml files in the game. It would be good to have a good understanding of what we can do with it.
     
  20. devolution

    devolution Prince

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    @Schmiddie
    Thank you for reworking the ugly yellow plains texture!:goodjob: I much preferred the greyish variant used by TAC.

    Regarding CIV4PlotLSystem.xml, I remember experimenting with it when I implemented the Port District Modcomp. I was rather disappointed when I discovered that there's no way to programatically create LSystem nodes (so that we could, for example, arbitrarily rotate them in code). I was forced to implement 4 variants of each district (1 per cardinal direction).
     
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