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[MOD] Planet Roanoke, a/k/a all SMAC'ed up

Discussion in 'Civ4 - Creation & Customization' started by Padmewan, Apr 12, 2006.

  1. woodelf

    woodelf Bard

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    Here are 2 rendered shots. The first is from above, the second slightly askew from the side. Bear in mind when looking at the side shot that some of the base is going below the surface. The green color is a plane that will be the baseline.



    If this is okay let me know and I'll work on the rest.
     
  2. woodelf

    woodelf Bard

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    Never one to wait, here's a rendered shot of the 4th stage ----> the Town. :D



    Again, the green is the baseline so a portion of the structures will be below ground. The 2 nodules have no polys removed until this Town stage.

    Let me know what you think and I'll upload the files tomorrow morning if they're alright.
     
  3. Civmansam

    Civmansam King

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    Haven't seen this thread in a long long time, I think I might steal Woodelf's models for my own mod, and maybe some other stuff too :D Hope you don't mind that,and youre free to grab anything from SWM if you please.
     
  4. jenks

    jenks Prince

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    nice :)
    i think i like the main dome best with the windows tinted,
    i cant see enough of them to know how 'snug' the side-pods are, but is it possible to have them overlapping with the sphere (underneath), so it appears they are coming out of the same structure?
    also how low will they sit on terrain (halfway up the sphere or higher?) would that would cover up most of the pods if they are not raised?
     
  5. woodelf

    woodelf Bard

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    :lol:

    It'd be hard to tint them now. ;) Plus, you won't see that green plane.

    The sidepods are basically pretty snug, but I didn't want to have them fully protruding into the main pod since the overlap would look funny. At the cottage/town scale you won't see much there I don't think.

    Let me plop these into Roanoke real quick and post another couple of screenies.
     
  6. woodelf

    woodelf Bard

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    Let me know what you need Civmansam in case I haven't uploaded all of the files.
     
  7. woodelf

    woodelf Bard

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    Here's an in game shot with all four improvements circling a city. I think this scale is fairly accurate (about 0.5), but maybe 0.6 or 0.7 would be better.

     
  8. woodelf

    woodelf Bard

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    The files :)
     

    Attached Files:

  9. GeoModder

    GeoModder Deity

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    The basic setup is good. Perhaps some antenna extending out of the auxiliary stuff and a bit retexture would be good. Something like a garage gate, or a line of windows.

    Also, with those hamlets->towns graphics, the base itself definitely looks too 20th century... guess some stuff needs to be done on the bases too then. mischief:
     
  10. woodelf

    woodelf Bard

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    Yeah, the bases need to be redone. :p I'm thinking something simple, but similar to that pic Geo.
     
  11. GeoModder

    GeoModder Deity

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    Just make sure you animate it. :p like a departing shuttle/capsule or something ;)
     
  12. The Great Apple

    The Great Apple Big Cheese

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    Textures! They're very bland at the moment - just a bit of random noise as a bare minimum would make them blend alot better.
     
  13. woodelf

    woodelf Bard

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    I need to hire a skinner. :)
     
  14. The Great Apple

    The Great Apple Big Cheese

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    I take it back, they do have some textures already. Maybe up the contrast so that it can be seen :p
     
  15. Calavente

    Calavente Richard's voice

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    I am currently reading page 6 so... I'm not up to date to the late improvements..

    but maybe a way to make the borgs able to be played (even maybe AI playable) would be to make a borg civic that makes:
    -units & buildings are build with Food & hammers....
    -give "borg-state religion only" buildings that add food or hammer to act as newly builded citizens. ex citizen robotic I :+3H -1happy -1health, if citizen robotic I can build citizen robotic II : +3H -1happy -1health...
    (-1happy -1health to simulate the growing effect : the reduction of happiness and health due to rising pop)

    thus a borg civ won't be able to have it's cities growing in pop.
    city effectiveness will can be improved by building "citizen" building"
    or citizen units "hammer bomb" "gold bomb" "culture bomb" "food bomb" (maybe more diffucult for the AI to understand)
    the AI won't have an issue of not farming+mining : prioritizing food or hammer will be equal.

    the only issues are :
    -no real pop point added to cities thus no effect on city size/UN impact,/maintenance costs...etc
    -will the Ai convert to borg AND use the borg civic, if it cannot grow?
    -is it possible to make that buildongs are build with food ? (units it works)
    -it is not really 'story-sticking' as you do not grow pop with hammer but build buildings with food.
     
  16. Calavente

    Calavente Richard's voice

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    another idea for the borgs. better than the previous one I think.

    The borg civic makes all food related improvement negative ... ie: all the only improvements that are interesting to make are the Hammer+commerce ones (oups...energie + ...)
    ex : farms = +(-5F)
    mine +(-1F)
    ...
    or even make all terrain produce 0 Food .. (I don't think it is possible though..)

    but the civic allows for borg types specialists:
    two-three types, each borg specialist produce the same gpp (if it is possible): : "borg-wonderboy" gpps (in order not to have too many GP):
    borg-commercant=+energy
    borg-producer=+production
    borg-grower=+food

    each slots can be created by buidling : ex: borg-manufacture : + 1-2 borg-grower slots... (you have a builgding that allows to build the borg robots quicker) or some can be given through the civic : to have a free start of food production...etc.

    so the slots allowing growers (ie more food, ie more pop) are made using production. then you can work food... then grow pop. then stagnant : you have to create the next building that allows more borg-grower slots.

    ... indirectly city growth happens due to production

    + so the outer terrain of civ under borg civics will be heavily transformed into mining camps (as the only usable improvements are production ones) :) it will really look borg like... (even more if it is more interesting to improve land + make borg specialists than to work un-improved lands for food)

    the issue is that you don't really build pop with production, just an approximation of the idea
    +the main important borg-specialist : the borg-grower, produces food.... a bit unrealistic for a production oriented ethnic...


    hope it helps...
    and is not too late...
    or gives some ideas..

    EDIT: it may work even better if mines and such give more production and/or energy than the borg-specialists slots ... so the city has best to : allocate slots for food, work the terrain into production mines to have hammers...
    (so maybe you don't really have to have three types of borg specialists)
     
  17. woodelf

    woodelf Bard

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    Calavente - If I were you I'd also go to their designated forums and post there. Maybe you can stimulate them into another active period. :)
     
  18. Calavente

    Calavente Richard's voice

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    @woodelf :
    I won't currently have to time to go to their forum till end of my holidays... in 3 weeks... (and I have not yet been ther to see how it works)
    so If you/others think it is worth it, you can put it there for me, it might help them.. otherwise, I will do it in 3-5 weeks (time to come back from holiday + coming up to date to other threads I follow + playing ..a bit)

    :)
     
  19. woodelf

    woodelf Bard

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    Anyone home anymore? I made a Former model.

    Come back guys!
     
  20. Padmewan

    Padmewan King

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    Well, the name "Roanoke" is living up to its reputation... the abandoned colony. As some of you (named Woodelf) know, I've been working on new (real life) job opportunities. Fortunately for me, a lot of them are panning out... but unfortunately for this project, this effort is basically taking up all of my time.

    For anyone who might be interested (!), the projects I'm working on are somewhat game-related and can be found here and here. For anyone who hasn't checked it out yet, Second Life is like a modder's dream come true.

    I had hoped when I started this project that I would create a community capable of taking it up should I be forced to depart. I hope that one member of this talented and visionary group whom I've been privileged to work with these past months will pick up the banner and charge forth.

    I would like to go back and edit my first few posts to reflect the good contributions of all of you (which I promised to do many months ago). I do also hope that my work life will stabilize and that I'll be back to this project in some amount of time... but I urge anyone still interested in Roanoke or some similar project involving the future of man in space and in particular its moral-ethical dimensions to persevere! You are more than welcome to keep using the forum space over at Anderkoo.com however you wish -- let me know what you need and I'll procure it for you as best I can.

    Since I'm not planning to leave forever, I'm not saying farewell, but instead invoke our favorite theocrat:

    Whatever the answer, may we, at least, keep creating our own worlds, however imperfect.
     

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