Steph's next great project announcement

Or only a sub that is in a blocus mod, and can try to sink neutral vessel... forcing the owner of the said vessel to declare war in retribution. Didn't the German sink some American ships before being at war with the USA?
 
Well, in WWI they sure did. A lot of Americans died when they sunk the Lusitania, that caused a lot of outrage. (Rightly so). I'm not sure about WW2. It seems likely that they would have hit US shipping to Britain pretty hard.

Pardon me for being ignorant, but what do you mean by "blocus" mod?

It might be interesting if subs did fire on any non-allied ships that happened by. You'd have to be careful where you put them.
 
Oh - Is "blocus" French for blockade? I get it now! Cool idea.

What would the peacekeeping mode entail?
 
Originally posted by thestonesfan
Oh - Is "blocus" French for blockade?
:rolleyes: :D

Originally posted by thestonesfan
What would the peacekeeping mode entail?
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Quelling rioting / rebellion... even in an territory belonging to someone else, provided some conditions are met (like the existence of UN).
 
After some code tweaking, I've managed to make the rendering in the map 30 times faster.
Now my editor works "instantly" (but only with 1x1 brush right now), and the scrolling of the map is relatively smooth.
I'm currently adding the relief (hills, mountains, high mountains), then I'll do the vegetation and the rivers. I hope it will be ready at the beginning of next week.

Some new features comparing to civ III :
- Hills and mountains can exist in Tundra, Desert, Plain or Grassland
- Hills and mountains can have no vegetation, Forest, Jungle.
- Mountains exist also as high mountains (ie snow cap, but with different attributes, like impassable to most units)
- Their will be two kind of rivers : major and minor.

Of course, you can have several combinations, and some are forbidden.

For instance, if you add Forest in a Tundra Hill, the Forest will be snow covered. If you add it on a Plain Hill, there won't be Snow.
Jungle can exist only with Grassland.
Desert cannot have vegetation at all.

I hope to be able to post a new screenshot showing the different climate hills and mountains (without vegetation yet) this evening or tomorrow.
 
Here you can select what brush you want to use. It is a combination of 3 factors :
- Background or climate : Grassland, Plain, Desert, Tundra
- Relief : Flat, Hill, Mountains, High Mountain
- Vegetation : none, Pine forest, forest and Jungle
 
And here is a closer look at the result.

The top area is artic climate, with flat Tundra, Mountain Tundra with an without forest, hill tundra without vegetation, with forest and with pine forest.

On the left, the tropical : jungle covered hills and moutains.

On the bottom right, the plains, with hills, pine trees, forest...

On the bottom left, the desert. No vegetation, but desert hill and mountains.

In the center the grassland, with mountains, hills, with or wihtout forest or pine forest. The big snow covered mountain in the center is High mountains. It's a different kind of mountain that will be impassable, except to a few specific units, and will produce nothing.
 
The result is a bit ugly because I've edited various graphics myself, and the colors do not always match well.

I'd happy to have better graphics if someone wants to make them : the game engine is OK, I just have to replace files.

On a side note, you will see that only mountains and hills have vegetation right now, I will add forest and jungles in flat lands tomorrow.

Some credits now : the terrain graphics are mixed of Snoopy's, CC39j, Cordy and Womok.
 
May I ask if this excellent mod is available with a world map?
 
Excellent work ! I'm amazed at what 1 single person can do in so little time !! :eek:

What about swamps, flood plains ? What mixes could they be the result of ?
Do you consider there will be coast, sea, and ocean tiles like in Civ3 (plus the lakes) ? I'm wondering if it wouldn't have been better to only have coast and sea tiles (plus the lakes)...
Also I like the snow mountain idea, time for some effective and interesting defensive strategies over mountains ! :)

I follow your work closely and I hope you'll manage to get to the end of your project. I'm considering creating a scenario / mod about Antiquity for your game, I hope the editor will be very powerful, maybe I could make quite the same mod as I plan to do for C3C. (I might want to pick up my own thread way down in page 17 or so... :rolleyes: )
 
It would be a good idea, I think, to make the "Major" rivers able to house ships, in other words, boats can travel on Major rivers "like canals".
 
Originally posted by kryszcztov
What about swamps, flood plains ? What mixes could they be the result of ?
Do you consider there will be coast, sea, and ocean tiles like in Civ3 (plus the lakes) ? I'm wondering if it wouldn't have been better to only have coast and sea tiles (plus the lakes)...
There should be swamp and flood plains, but obviously they will be available only in flat terrain, and I worked on relief only yesterday evening. For your information, I've done all the hills and mountains in 4 hours yesterday, it's not that complicated.

Originally posted by kryszcztov

Also I like the snow mountain idea, time for some effective and interesting defensive strategies over mountains ! :)
It's not snow mountain, but high mountain. Snow mountains are found in Tundra. High mountains will also exist for Desert, plain and Tundra.
Yes, that means 12 different kind of relief (hill, mountains, high mountains, for Desert, Plain, Grassland & Tundra). And with pine forest and forest version for most, and jungle for Grassland, I have a total of 80 different kind of relief. If you consider that each of them exist in 8 version (depending if they are adjacent to another relief or not), it means 640 different relief tiles.
 
Originally posted by snsfro
It would be a good idea, I think, to make the "Major" rivers able to house ships, in other words, boats can travel on Major rivers "like canals".

Some ships should be able to do this, but I'm not sure, as rivers are not on the tile, but on the edge of it, it may be difficult to place the sprites correctly.
 
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