1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Pows Camp (ww2)

Discussion in 'Civ4 - Graphics Modpacks' started by kodzi, Aug 20, 2006.

  1. kodzi

    kodzi civ4_ww2:1939

    Joined:
    Jan 22, 2006
    Messages:
    108
    Location:
    Poland,EU
  2. Impaler[WrG]

    Impaler[WrG] Civ4:Col UI programmer

    Joined:
    Dec 5, 2005
    Messages:
    1,750
    Location:
    Vallejo, California
    Very Stalag 17 :goodjob:
     
  3. woodelf

    woodelf Bard

    Joined:
    Jun 12, 2003
    Messages:
    15,036
    Location:
    Gallery
    Nice looking. :goodjob: Not someplace I want to visit....
     
  4. Chamaedrys

    Chamaedrys Chieftain

    Joined:
    Mar 14, 2006
    Messages:
    1,267
    Location:
    Germany
    I echo.

    btw: What should be the effect of this?
     
  5. Duke van Frost

    Duke van Frost Lunatic Killer Robot

    Joined:
    Jan 24, 2006
    Messages:
    770
    Location:
    Darmstadt, Germany
    Looking really dark and intimidating, good thing for a POW-camp!
     
  6. C.Roland

    C.Roland FFH Art team member

    Joined:
    Nov 26, 2005
    Messages:
    2,112
    Location:
    Quebec
  7. Dom Pedro II

    Dom Pedro II Modder For Life

    Joined:
    Apr 3, 2002
    Messages:
    6,811
    Location:
    Exit 16, New Jersey
    The texture is VERY good! One of the better ones I've seen.
     
  8. Hadrean

    Hadrean Hi, how are you?

    Joined:
    May 29, 2006
    Messages:
    948
    Location:
    San Diego, CA
    How many polys is that?
     
  9. Dom Pedro II

    Dom Pedro II Modder For Life

    Joined:
    Apr 3, 2002
    Messages:
    6,811
    Location:
    Exit 16, New Jersey
    Looks like about 12 :lol:

    It's simple and beautiful. For a very boxy building like a camp barracks, there's absolutely no need to get crazy with the polycount which some people insist upon doing even when it isn't needed.
     
  10. Jeckel

    Jeckel Great Reverend

    Joined:
    Nov 16, 2005
    Messages:
    1,637
    Location:
    Peoria, IL
    You will answer our questions! If you refuse we have ways of making you talk!

    Very nice building, I wonder if I could turn it into a tile improvement.. :thanx:
     
  11. kodzi

    kodzi civ4_ww2:1939

    Joined:
    Jan 22, 2006
    Messages:
    108
    Location:
    Poland,EU
    thx for all, next models comnig soon.
     
  12. Chamaedrys

    Chamaedrys Chieftain

    Joined:
    Mar 14, 2006
    Messages:
    1,267
    Location:
    Germany
    Interessting! It could provide hammers, but not commerce...
     
  13. Jeckel

    Jeckel Great Reverend

    Joined:
    Nov 16, 2005
    Messages:
    1,637
    Location:
    Peoria, IL
    Yea that is a good point. I was mainly thing for some python code that would allow you to fortify units in the pow camp for a certain number of turns and they would turn into slave units that have reduced strength, but no upkeep and can build tile improvements at a reduced speed of normal workers. Mainly for use in mods where you end up with alot of captured units and need somthing to do with them besides just deleting them. :)
     
  14. Chamaedrys

    Chamaedrys Chieftain

    Joined:
    Mar 14, 2006
    Messages:
    1,267
    Location:
    Germany
    I've usually a lot of catured workers in the late game. I delete them, cause they have nothing to do. :sad:

    Sorry, but I don't need more captured workers.
     
  15. Hadrean

    Hadrean Hi, how are you?

    Joined:
    May 29, 2006
    Messages:
    948
    Location:
    San Diego, CA
    Or you can send your unneeded units there and turn them to hammers.
     
  16. Chamaedrys

    Chamaedrys Chieftain

    Joined:
    Mar 14, 2006
    Messages:
    1,267
    Location:
    Germany
    That's a good idea! But it's EVIL!
     
  17. Hadrean

    Hadrean Hi, how are you?

    Joined:
    May 29, 2006
    Messages:
    948
    Location:
    San Diego, CA
    It's an EVIL place
     
  18. Chamaedrys

    Chamaedrys Chieftain

    Joined:
    Mar 14, 2006
    Messages:
    1,267
    Location:
    Germany
    That's true. Maybe in combination with some sort of evil civic.
     
  19. Dom Pedro II

    Dom Pedro II Modder For Life

    Joined:
    Apr 3, 2002
    Messages:
    6,811
    Location:
    Exit 16, New Jersey
    What's the point of having captured workers producing slave units? They're basically slaves as it is...
     
  20. Jeckel

    Jeckel Great Reverend

    Joined:
    Nov 16, 2005
    Messages:
    1,637
    Location:
    Peoria, IL
    Well, the main point being that the slaves can both work and will also have a small amount of strength allowing they to be used as throw away troops.

    But I wasn't meaning to turn captured workers into a slave units, I was meaning to turn units captured by TheLopez's UnitAllegience mod.

    Without giving away all the surprises of my JUnitSlavery Mod, this turning of captured units into slave units is just one aspect and is tied in with other features. :)
     

Share This Page