RFC Europe: Small bugs/fixes

A city have two levels of defense, one is cultural and another is city walls. Gunpowder troops were immensely more effective against city walls and other fortifications, while in the game you will still have to deal with cultural defense and still bring in canons.
To be honest, the Civ4 concept cultural defense; and of attacking cultural defenses with cannons was always strange to me... Cannons should be used to destroy city walls... And without cannons, city walls plus any cultural moral booster should apply. Though maybe walls could have reduced effect (but I don't believe it).

City defense promotion is relative to the other units of the era. Archers were good behind city walls and weak in the open. Musketeers were pretty good either way. Hence it makes sense for Archers to have low strength but bonus behind city fortifications, while Musketeers have high strength in all situations.

Try attacking a city defended by longbowmen with gunpowder units.
 
To be honest, the Civ4 concept cultural defense; and of attacking cultural defenses with cannons was always strange to me... Cannons should be used to destroy city walls... And without cannons, city walls plus any cultural moral booster should apply. Though maybe walls could have reduced effect (but I don't believe it).

Actually you make some very good points here, especially for our medieval mod
We shouldn't see an army with only line infantries easily take a fortified city
Without cannons they should suffer heavy losses, exactly like knights and macemen suffer heavy losses without trebuchets
 
Seems reasonable. City walls are only useless when they are breached by bombardment.
 
I'm not exactly sure about the Pistoliers vs Pikemen scenario. It's true that their range is short, but I suppose it's greater than that of the pikes (it's firearms after all), so why do pikemen get defense against them?

Also, back to the city wall problem: by the time Star Forts are researched and built, there are hardly melee units left, so their protection bonus is useless. (Of course historically polygonial forts were developed against modern firearm armies...)
 
I'm not exactly sure about the Pistoliers vs Pikemen scenario. It's true that their range is short, but I suppose it's greater than that of the pikes (it's firearms after all), so why do pikemen get defense against them?

Also, back to the city wall problem: by the time Star Forts are researched and built, there are hardly melee units left, so their protection bonus is useless. (Of course historically polygonial forts were developed against modern firearm armies...)

Pikes get a very small bonus against light cavalry. Pikes have hard time against Keshiks, Pistolers should just kill them.

Star Fort bonus applies to all units and cannot be bombarded. Basically Star Fort gives you +20 fixed bonus.
 
Star Fort bonus applies to all units and cannot be bombarded. Basically Star Fort gives you +20 fixed bonus.

That wasn't exactly clear for me, as most of its text had that "except vs gunpowder" stuff. So, it means that the city's defense rating won't go below 20% even after bombarding? That sounds ok.
 
I have uploaded to the SVN a very simple working example with the Bayeux Tapestry scrolling on a plain background image. It looks like this, but with the bottom tapestry scrolling slowly by.

A fancier background would be fine (if someone else wants to pick a nice one), but I think it should not be too complicated. Also, remember that all the time you spend on this screen has some blue dialog box in the middle of the screen. This is why I put the tapestry down at the bottom.

attachment.php
 

Attachments

  • SimpleOpening.JPG
    SimpleOpening.JPG
    196.4 KB · Views: 227
The blue dialog box is often times semi-transparent so I didn't think it would be a problem. This is the background of the opening menu. I will need to see how it looks.

BTW, when did you upload, the only thing in the svn is a new Interface folder, but it is empty (I just synced svn).
 
OK, pushing my artistic skills to the max, here is what I have. Maybe the tapestry should be a bit bigger than the blue panel with the Leaderhead.

What do you guys think?
 

Attachments

  • MiroScreen.jpg
    MiroScreen.jpg
    291.2 KB · Views: 85
I think enlarging the tapestry any further would look bad. The way you currently have it, the tapestry is the main focus (other than the civ selection box) on the screen.
 
OK, pushing my artistic skills to the max, here is what I have. Maybe the tapestry should be a bit bigger than the blue panel with the Leaderhead.

What do you guys think?

Having the tapestry only scrolling in small is perfect for me
Maybe we could put something different in the backgroud of the civ selection box
 
OK, pushing my artistic skills to the max, here is what I have. Maybe the tapestry should be a bit bigger than the blue panel with the Leaderhead.

What do you guys think?

I like it.
 
BTW, when did you upload, the only thing in the svn is a new Interface folder, but it is empty (I just synced svn).

Fixed now.

The problem with making the tapestry larger is the loss of quality. The only long graphic I could find (this is the one on wikipedia) is only 300 px tall. The higher quality/dpi images are all just very short snippets. Please let me know if you find a longer chunk which is at higher resolution.
 
Fixed now.

The problem with making the tapestry larger is the loss of quality. The only long graphic I could find (this is the one on wikipedia) is only 300 px tall. The higher quality/dpi images are all just very short snippets. Please let me know if you find a longer chunk which is at higher resolution.

I like it the way it is now, could be disturbing if it were bigger
But could you make it that it is looped?
Currently it just stops and dissappears after going through the whole tapestry once
 
Fixed now.

The problem with making the tapestry larger is the loss of quality. The only long graphic I could find (this is the one on wikipedia) is only 300 px tall. The higher quality/dpi images are all just very short snippets. Please let me know if you find a longer chunk which is at higher resolution.

I see. I tried to find a better image, but I couldn't.

We can leave the Tapestry as is, however, we will need something else as well. Right now the upper part is very barren.

I will either try to find a better image for the tapestry or another image for the top part.
 
But could you make it that it is looped?
Currently it just stops and dissappears after going through the whole tapestry once

I tried and failed to make it loop. I was modifying an existing animation, and do not know enough to make it do more fancy things. In fact, it only goes through part of the tapestry anyway. Since (I think) the DDS file in question has to be square, the tapestry DDS already is a large file.

We can leave the Tapestry as is, however, we will need something else as well. Right now the upper part is very barren.

I completely agree that a better and more interesting background would be good. I'll make a few other options and post them to let people voice their opinions.
 
I see. I tried to find a better image, but I couldn't.

We can leave the Tapestry as is, however, we will need something else as well. Right now the upper part is very barren.

I will either try to find a better image for the tapestry or another image for the top part.

Why not include a second copy of the tapestry on the top? You can stagger the locations shown so it takes half the time for a viewer to see the whole tapestry. The casual player who clicks through quickly might not even notice that the top and bottom are images of the same thing.
 
Why not include a second copy of the tapestry on the top? You can stagger the locations shown so it takes half the time for a viewer to see the whole tapestry. The casual player who clicks through quickly might not even notice that the top and bottom are images of the same thing.

This sounds good actually, we can make the second part of the tapestry scroll in opposite direction.
 
Back
Top Bottom