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

Terrain graphics

Discussion in 'Civ3 - WH40K Workshop' started by aaglo, Mar 23, 2007.

  1. aaglo

    aaglo Furioso!

    Joined:
    Jan 27, 2003
    Messages:
    8,191
    Location:
    Planet Baal
    Discussion and previews of terrain graphics (including cities, resources, goodyhuts, terrainbuildings, etc.) will be posted here.

    City graphics
    Ork cities
    Possible human cities
     
  2. Goldflash

    Goldflash Grumpy Old Man

    Joined:
    Mar 18, 2004
    Messages:
    5,752
    Location:
    Land of King James
    Actually, I think the mod should only include cities, resources, goodyhuts, terrainbuildings, etc. Not like, the actual terrain. I, for one, hate when somebody thinks its a good desicion to include a terrain pack that I just don't want to see. Most people, my self included, have picked a pack they like and use it. So no terrain with the mod. Besides, it increases the size of the mod and is unessicary.
     
  3. Virote_Considon

    Virote_Considon The Great Dictator

    Joined:
    Jul 7, 2004
    Messages:
    9,326
    Location:
    Skaville UK Reputation: 1
    Sure you don't want to get those people back? :p
     
  4. embryodead

    embryodead Caliph

    Joined:
    Jan 1, 2003
    Messages:
    5,179
    Location:
    basement
    Except that one of the possibilities of modding is changing terrain pieces into something completely different, which is a good enough reason to use a custom pack. Just look at the fallout mod terrain. In fact most mods nowadays customize the terrain and if you just swap it into your favorite one you'll ruin it. Terrain takes up to 10 MB of space. 5 MB zipped. That's about 1% of the total size of an average mod, nothing compared to units/LHs.
     
  5. Goldflash

    Goldflash Grumpy Old Man

    Joined:
    Mar 18, 2004
    Messages:
    5,752
    Location:
    Land of King James
    Fall out needs custom terrain. We don't. Besides, its one more thing we'd have to make/get made and it would add time to production length. No custom terrain.
     
  6. embryodead

    embryodead Caliph

    Joined:
    Jan 1, 2003
    Messages:
    5,179
    Location:
    basement
    reply removed cause I'm in a good mood! :love:
     
  7. SWalker

    SWalker Chieftain

    Joined:
    Dec 19, 2005
    Messages:
    252
    Location:
    New Zealand
    Do you mean ideas reguarding terrain function or terrain graphics?

    I see that I'm a bit late with my opinion here, but anyway...

    I think that unless the standard terrain graphics are inadequate for representing the terrain description/function in the mod, then it is better to leave that to a later add-on, and concentrate on what is actually needed to complete the mod. But IMHO whatever the descision is, we need to work out terrain description/function before desciding on terrain graphics (although we are likely to procede simulaneously).

    Anyway I would like to hear embryodead's ideas, if only for future reference.
     
  8. aaglo

    aaglo Furioso!

    Joined:
    Jan 27, 2003
    Messages:
    8,191
    Location:
    Planet Baal
    Heh...
    When I started this thread, I didn't think much about adding a complete unique terrain - just the terrainbuildings/roads/ect...
    But I think we should not shut completely out the option of specific terrain gfx-files either.
     
  9. LMR

    LMR Back In Green!

    Joined:
    Nov 1, 2004
    Messages:
    3,899
    Location:
    Adelaide, South Australia
    Ok, talking about the other graphics now:

    - odin made a city set for the Orks

    - i think goody huts along the lines of those in the WH Mod (crumbling ruins) would be good

    - if the hruud are gonna be barbarians, does anyone know what kind of place they live, and can they make/recommend a graphic for the barbarian camps?

    - i think we should use some sort of industrial complex to represent mines, but what to do for irrigation and roads?

    - as for resources, adamanthium (sp?) and promethium (sp? again) were two materials in the tech trees gold posted on the other, old thread (the one started by stormy)

    there's my few cents :)
     
  10. embryodead

    embryodead Caliph

    Joined:
    Jan 1, 2003
    Messages:
    5,179
    Location:
    basement
    Some stolen stuff, probably doesn't fit but who knows - and it's from a rather forgotten (but good) scenario for PTW so it's likely you didn't see it. I'd try making something myself if I knew what is needed ;)

    By BeBro:

    I know adamantium was red so it's recolored, don't remember what was promenthium. A silo and eggs/ork spores ;) as resources (could be faction-specific) but could be made into irrigation graphics if combined with something else.

    1st is by Neomega, rest by BeBro

    1&2 are future-looking mines, a barb hut (looks like a pit with some equipment, although a pcx made out of Skaven Warrens + some futuristic additions would be best), and a fortress and colony from XCom.

    Future farms by... someone

    They probably don't fit at all, but I'll post them anyway in case someone knows more about warhammer 40k cuisine.
     
  11. Virote_Considon

    Virote_Considon The Great Dictator

    Joined:
    Jul 7, 2004
    Messages:
    9,326
    Location:
    Skaville UK Reputation: 1
    I'd have farmland irrigation, with those Silo's that ED's found.
     
  12. SWalker

    SWalker Chieftain

    Joined:
    Dec 19, 2005
    Messages:
    252
    Location:
    New Zealand
    Since no one seems to be saying much...

    How about making the terrain fit an already inhabited planet. Everyone lands forces for whatever reason, but not on an empty planet.

    Make (say) mountains city (or hive) terrain; make all (or most resources) industrial facilities or significant things on the planet (eg hive centers); make improvements more about utilising what is already there (mine equivalent => more production directed to your military effort), or about rebuilding; make the bonus grassland some sort of industrial thing; etc, etc, etc.

    This would also open up possibilities for a large number of resources that would make sense on an inhabited world. E.g. Ancient Adeptus Titanicus bunkers whose contents can be activated (any Imperial) / perverted (Chaos) / looted (Orks) to enable Titan construction.
     
  13. embryodead

    embryodead Caliph

    Joined:
    Jan 1, 2003
    Messages:
    5,179
    Location:
    basement
    I like this since it's pretty much what I had in mind as well ;) At least from what I saw, most casual 40k battles take place either in open grass/forest or (usually ruined) urban areas and that's how I imagined the terrain in the mod.
     
  14. SWalker

    SWalker Chieftain

    Joined:
    Dec 19, 2005
    Messages:
    252
    Location:
    New Zealand
    Following the same theme we could...

    1. Have grassland / plains terrain that looks to be already settled/irrigated

    2. Modify the world selection screen

    E.g. if Mountains -> Cities, and plains/grassland -> faming
    Then maybe (3 bn yrs, 4 bn yrs, 5 bn yrs) -> (hive-world, xxxxx, agri-world)

    and if jungle/swamp -> industrial
    then maybe (arid, normal, wet) -> (desert-world, xxxxx, forge-world)

    ... obviously that idea needs some more work.

    3. Consider the place of food/commerce/shields
    maybe
    farmland - food
    urban - commerce (and resouces required within city radius for size 2+3)
    industrial - shields

    4. Make roads (no railroads) some relativly subtle graphic, maybe something that looks like a supply route on a map.
     
  15. Goldflash

    Goldflash Grumpy Old Man

    Joined:
    Mar 18, 2004
    Messages:
    5,752
    Location:
    Land of King James
    Thats intresting, but I don't think it'd work quite well. How about instead of the actual terrain, the various things could be resources. Just as many, if not more, games of 40K are played in 'rural' settings instead of urban ones (my games usually take place on the Bowl and Kitchen Utensil planet).
     
  16. SWalker

    SWalker Chieftain

    Joined:
    Dec 19, 2005
    Messages:
    252
    Location:
    New Zealand
    What I am trying to think/talk through is this:

    This mod will be played on a random map, with each side starting with a small force. How can that map be made in order to...
    1: Aviod awkward questions popping up in people minds (eg a hospitable looking empty world with everyone arriving to fight, just makes me think of the canyon setting of Red Vrs Blue.
    2: Have a world with an appropriate look for 40k
    3: Open up possibilties for buildings/resources etc in away that makes sense.

    Now, my numbered suggestions in the previous post are not the start of points 1-x of some plan; they are semi-independant ideas all based on my pondering of the situation.

    For example
    (already settled world)
    => (they would already have roads etc, wouldn't they)
    => (what the player builds within the game is not a "road")
    => (it should not look like the only roads are the ones the players built)

    I would like a setting with both (depending on the map). But while I am happy enough with the Bowl and Kitchen Utensil planet for table-top battles, I far prefer terrain with a bit of work put into it, and I definitly don't want to be playing a game with the computer equivalent.
     
  17. Virote_Considon

    Virote_Considon The Great Dictator

    Joined:
    Jul 7, 2004
    Messages:
    9,326
    Location:
    Skaville UK Reputation: 1
    :bump:

    Bumping this thread up because there has been a lack of (specifically) discussion about resources. We have the unit lines more or less ready, but no resources required to build anything. So, what ideas would we have? :)
     
  18. LMR

    LMR Back In Green!

    Joined:
    Nov 1, 2004
    Messages:
    3,899
    Location:
    Adelaide, South Australia
    I've got a list of resources, but its on the other computer so i'll have to get it later
     
  19. LMR

    LMR Back In Green!

    Joined:
    Nov 1, 2004
    Messages:
    3,899
    Location:
    Adelaide, South Australia
    Ok these are the resources I have listed. Most of them have been lifted from Lexicanum in one way or another. Problem is, very few (if any) are naturally occuring:

    Strategic
    Adamantium - used in infantry armour. probably end up like iron in the WH mod, with lots of units needing it

    Archeotech - described as "lost technological artefacts". not sure how this could translate in game. perhaps better as a bonus resource

    Armaplas - heat-resistant metal/plastic combo used in carapace armour

    Ceramite - ceramic material used in manufacturing armour. Says its used in terminator armour, but might be better in game being used for defensive structures like bunkers and bastions

    Promethium - need for flamer-units and vehicles, kinda like oil

    Plasteel - another material used for armour

    Slag Deposit - this is from DoW and will be required within radius for Thermoplasma Generators

    Luxury

    Crystals - basically brightstone or gems or whatever from the WH mod

    Nalwood - apparently similar to pine, it was plentiful on tanith until the planet's destruction. since then, the price of wood has risen sharply, and nalwood has become a luxury item

    Relic - something old and valuable, boosts commerce

    Bonus

    Grain - basically wheat

    Livestock - basically cattle

    Wraithbone and Squigs could be civ-specific resources for Eldar and Orks respectively, but i've never used civ-specific resources before so i dont know how it will work
     
  20. Quinzy

    Quinzy Chieftain

    Joined:
    Jul 16, 2005
    Messages:
    5,402
    Gender:
    Male
    Location:
    √Čire
    Too many armour-type materials if you ask me...

    Archaeotech should be required for really elite units, like ancient technology showing you how to build landspeeders, or some such. Having armaplas, plasteel, adamantium and ceramite as separate resources seems unweildy, especially as I'm almost positive some of these are not naturally occurring materials. Perhaps just have adamantium as a resource, and "Plasteel Manufacturing" and "Ceramite Manufacturing" as separate resources, giving you access to Stormtroopers and Terminators respectively?

    We could have no resource required for basic troops, then a common resource required for advanced troops, like adamantium, and then a rare resource for elite troops, like archaeotech? Something like that?

    I like the idea of wraithbone and squigs as civ specific resources. Wraithbone required for some advanced Eldar units and Squigs as a bonus or luxury resource, or even as strategic if you wanted to have squig units.
     

Share This Page