sugestion: hire a unit maker

bill2505

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Sep 16, 2009
Messages
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the game is perfect . but there is one major flaw. the units are disgrace(no offence).
low quality units,vanilla units, units that doesnt much to their role or picture,bad upgrade chain( mayan swordmen that evolves into a roman legionere
.
so i propose this
.everyone that wants to donate some money in order to hire a proffecional or a moder.
what do you say
 
This seems like a bad idea. Why should a unit maker get payed but the others who have spent their time and efforts not be?

Also I have modeled units too, so should I get payed? :deal: What about all the unit makers on CFC that have had their units included in C2C?

the reason i suggested this is because when sometimes ago i posted about units need improving the team said that there are not modelers in the team
 
That's not entirely true. I can make models, they jut take time and I do not know how to animate them. This is why say the Da Vinci Tank, Ornithopter and Log Ram are not animated. Then there are som units I have re-textured which means the mesh and animations are kept such as the Rapa-Nui Worker, Park Ranger, Police Car and Police Mech. Where there is even a 3rd category such as most of the Wild Animals which were taken from Zoo Tycoon 2 but are not animated either.

In short if its just a texture change then it wil usually keep its animations. If its a brand new model then it will not be animated. And if its a pre-made model from another game it will not be animated.

Sometimes this works such as the Police Car looks fine being not animated. But looks really weird on say a Bear Rider which looks like its skiing around. The alternative would be either a bunch of units looking the same or we just don't have new units.

And really to me, I have the quick moves and stuff on so animation is not a big deal since most all units look like chess pieces on the board.
 
@hydro

Why we didnt imported immobile units from realism invictus?
We have immobile xml tag.
 
That's not entirely true. I can make models, they jut take time and I do not know how to animate them. This is why say the Da Vinci Tank, Ornithopter and Log Ram are not animated. Then there are som units I have re-textured which means the mesh and animations are kept such as the Rapa-Nui Worker, Park Ranger, Police Car and Police Mech. Where there is even a 3rd category such as most of the Wild Animals which were taken from Zoo Tycoon 2 but are not animated either.

In short if its just a texture change then it wil usually keep its animations. If its a brand new model then it will not be animated. And if its a pre-made model from another game it will not be animated.

Sometimes this works such as the Police Car looks fine being not animated. But looks really weird on say a Bear Rider which looks like its skiing around. The alternative would be either a bunch of units looking the same or we just don't have new units.

And really to me, I have the quick moves and stuff on so animation is not a big deal since most all units look like chess pieces on the board.

in the future do you plan to improve the units
 
the reason i suggested this is because when sometimes ago i posted about units need improving the team said that there are not modelers in the team

Easy solution:
Take a quiet weekend, ask unit-modders from other mods for tips, get the required freeware and give it a try.
Of course, unique, good animated units would look awesome, but it's VERY low priority. If you find them so disturbing, we'd be VERY HAPPY if you'D try to improve them. :goodjob:
 
@hydro

Why we didnt imported immobile units from realism invictus?
We have immobile xml tag.

All they did was make a NEW domain called immobile(Just for ICBM's). And make 3 events that have immobile stuff is all, so i am not understanding, i guess, what your trying to say, sorry:dunno:
 
All they did was make a NEW domain called immobile(Just for ICBM's). And make 3 events that have immobile stuff is all, so i am not understanding, i guess, what your trying to say, sorry:dunno:

Since when was immobile domain new?
All along it is there in BTS :D
 
Since when was immobile domain new?
All along it is there in BTS :D

:lol: I have no idea, i dont deal with that old stuff, if it has NOT been in RoM i have no idea about it :dunno:
 
Yeah, immobile domain has been with us since vanilla.
the game is perfect . but there is one major flaw. the units are disgrace(no offence).
low quality units,vanilla units, units that doesnt much to their role or picture,bad upgrade chain( mayan swordmen that evolves into a roman legionere
.
so i propose this
.everyone that wants to donate some money in order to hire a proffecional or a moder.
what do you say
So um... basically that's the whole goal of the combat mod is to fully audit, flesh out and improve units and promotions. This includes reviewing and aligning upgrade chains and so on. It's the getting ready for 'improvements' to come along in these reviews that has been taking so long to setup.

We're working on fleshing out CC definitions right now and that is going to be hugely helpful at aiding us in identifying unit types and chains and finding where they fail/have gaps/are out of balance in their progression, comparisons to each other, and in comparison to other units of their comparable eras.

See.. EACH of these tons of CCs that are being plotted out on units right NOW are going to enable those units to be easily evaluated as a group. Those definitions create numerous dimensions of cross referencing that will make the process of aligning, diversifying and improving unit abilities quite easily done while keeping all in balance.

So yes... I agree with your original premise of the need here - that's WHY the combat mod is such a priority project for me and has taken the center stage for my development efforts. If you want to hire someone... pay me so I can quit my job ;) Lol... no don't even consider it cuz the rest of the team would get jealous and I'd be banned from the forum :lol:! I'm just sayin'... that's what my whole focus is about is fixing the issues you pointed out here. And along the way I'm hoping to deepen and enrich the combat mechanism to a degree I hope will amaze.

At some point, I'll start inviting more discussions on direct issues such as I did with First Strike and what it means. But it takes a while to 'frame a structure' and that's what's taking place now with the Combat Class planning.
 
Tbh, I think this should be a very low priority.

But this thread and the mod in general got in me the "spark" to try and start modding again. And... Wow guys, you are doing a very good job despite what seems to me a very unorganized "filing system".

You seem to have gone down the path of naming files after their creators, or from where they were imported...
For example:
"DancingH_0.FPK" - seems to contain most of the animal buttons, but does it contain all of them? It also seems to have some terrain in it... despite the existence of Terrain.FPK and his brother Terrain1.FPK.

Its quite overwhelming to anyone new, who is trying to have a look and judge where help is needed. And it might have turned away some helping hands in the past... if you guys are even looking for guys to help. This mod seems to have attracted the best modders who are still around. And dont get me wrong, you are doing a very god job!

But in the spirit of the OP.
If anyone is going to dedicate time and effort to something cosmetic like unit graphics.
I much rather someone donates its time to "overhaul" the current filing system, egos permitting.
I think it will do only good for the future of this massive project...

Now, I know you guys are using SVN. And there is probably better documentations. And in general you guys seem to have pretty good communication going on...
But think about all the "part-time-modders" who just have the time to do a minor "facelift" at a time....
 
You seem to have gone down the path of naming files after their creators, or from where they were imported...
For example:
"DancingH_0.FPK" - seems to contain most of the animal buttons, but does it contain all of them? It also seems to have some terrain in it... despite the existence of Terrain.FPK and his brother Terrain1.FPK.

Things are in the folders they are so that modders can work on their stuff without breaking other modders stuff. Imported stuff is kept in a set of folders with their name so that we don't forget to credit the original authors. It also make it easier to update those mods when the author updates their stuff. Every now and then we merge our stuff into core when we feel that it is not going to be changed much. Some stuff needs to be in modules to enable it to be optional, at least until we can come up with a better way of setting up c2c to the individual needs.

DancingH_0.FPK should no longer be needed. I thought it was merged into the core with the last release.
 
Yeah, immobile domain has been with us since vanilla.

So um... basically that's the whole goal of the combat mod is to fully audit, flesh out and improve units and promotions. This includes reviewing and aligning upgrade chains and so on. It's the getting ready for 'improvements' to come along in these reviews that has been taking so long to setup.

We're working on fleshing out CC definitions right now and that is going to be hugely helpful at aiding us in identifying unit types and chains and finding where they fail/have gaps/are out of balance in their progression, comparisons to each other, and in comparison to other units of their comparable eras.

See.. EACH of these tons of CCs that are being plotted out on units right NOW are going to enable those units to be easily evaluated as a group. Those definitions create numerous dimensions of cross referencing that will make the process of aligning, diversifying and improving unit abilities quite easily done while keeping all in balance.

So yes... I agree with your original premise of the need here - that's WHY the combat mod is such a priority project for me and has taken the center stage for my development efforts. If you want to hire someone... pay me so I can quit my job ;) Lol... no don't even consider it cuz the rest of the team would get jealous and I'd be banned from the forum :lol:! I'm just sayin'... that's what my whole focus is about is fixing the issues you pointed out here. And along the way I'm hoping to deepen and enrich the combat mechanism to a degree I hope will amaze.

At some point, I'll start inviting more discussions on direct issues such as I did with First Strike and what it means. But it takes a while to 'frame a structure' and that's what's taking place now with the Combat Class planning.

yes i know that all c2c modders try hard:goodjob: . about the combat mod you are working yes you are right. it will make combat a lot better but i was talking a bit more about unit graphics.the units graphics compared to the code(kosling) work or the beatifull unit and buildings pics are disgrace:crazyeye:
 
yes i know that all c2c modders try hard:goodjob: . about the combat mod you are working yes you are right. it will make combat a lot better but i was talking a bit more about unit graphics.the units graphics compared to the code(kosling) work or the beautiful unit and buildings pics are disgrace:crazyeye:

Yeah ALL the graphic artists have moved on, some to Civ V but not many, and some got disappointed in Civ V, so just quit completely.:sad:
 
Is it really an issue since we are moving on higher and higher resolutions where the graphic is barely visible.
 
Is it really an issue since we are moving on higher and higher resolutions where the graphic is barely visible.

I agree with this, usually i'm zoomed out to a point where all the detail is pretty much lost. Occasionally i'll zoom in to look at something but not often. If its time consuming to make animations work and give extra resolution to textures, then its a waste of time imo.
 
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