tesbs further flavored civilizations [development thread]

the terrain is ready i may spice it up a bit though, since it looks too regular on a large scale. anyways making it was a huge pain i give you some steps:

1) i tried a seamless texture that fitted perfectly into the grids => huge fail, i was quite confused
2) i made a test texture where i just put different numbers and letters into each grid to see why it failed: the grids lie! they lied to me, how dare they!
3) putting it ingame was like a epiphany, now i realized why i failed and why nearly all terrain textures in wildmana are not really seamless
4) made a perfectly seamless texture (although it looks a bit boring when looked from afar, but i may change that


Spoiler :
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edit: for anyone interested: you need a 64x64 seamless texture as a basic ground cover, the grids who are 128x128 lie! if you make a 64x64 seamless texture you can put anything, smaller then 64x64 in that 64x64 cell to spice the overall texture up.
 

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the improvements are done. i choose to let the civ use food, since the planned population mechanic is too passive and most importantly it takes away a whole yield type and thus lessening the strategic depth. (other civilizations with fallow had interesting population mechanics) they will still rely on terraforming since they can only build those improvements on their terrain and can not build regular improvements.

Spoiler :
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the roles:
1) food production (i only shown the highest tier, there are two tiers of this improvement, the first tier is just the building on the right)

2) a boost improvement (like above there are two tiers, the first tier is just a rotating crystal with lightning i.e. the base is missing), it will only give a small production bonus, but will also increase the yield of neighboring improvements.

3) + 4) + 5) production improvements (tier I to III)

6) not shown are hamlets etc. for gold (like any other civilization)


the effects:
1) there are some small glowing particles around the buildings, very subtle.
2) the middle crystal spins in the air, there is some lighting around it and the base crystal flickers from time to time
3) +4) +5) i merged a part of the haunted lands effect in each of those
 

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I love the fantasy terrain. Looks awesome. :)

I've been wanting to make some fantasy terrain, and the seam issue makes it look like it could be pretty tough.
 
For terrain, rather then have the typical "auto terraform in cultural borders", why not instead have only some initial terraforming in and around your initial capital (Portal?), which can only go a certain radius from the capital, and after that you have to terraform the rest manually with spells. Perhaps there could be another way for some of your initial cities as well.
 
@Don
that is an idea i have thought of but i don't know if it would be wise to go that route since the ai has to use it as well (and not just use it, but really press for it, since it is so important).

i will probably go a middle route where it will transform all terrain in your borders but very slow and it can be sped up by spells.

also: i finished my first, what would be a masters test in the us, so i have time to go on modding after this weekend (my brother marries).
 
since i have finally some time to actually play/mod again i tried some test games with the Aristrakh:
i made some minor balance changes:

-Reanimated General is a bit stronger, but no longer gain free xp, i removed the promotion channeling I
-increased the initial number of targets from the combat aura by 1
-Since all undead troops no longer gain xp (and therefore don't have any unitcombat) i have flashed them out a bit:
(i) melee troops have a slight bonus against cities, this bonus gets a huge boost when the standard bearer is added
(ii) archers get a slight bonuses to city and hills defense, again this bonus gets a great boost by adding the standard bearer
(iii) mounted melee troops get a bonus against archers, if the standart bearer is added they get a withdrawal chance
(iv) mounted archers are similiar but the bonus is against melee
(v) the recon line (zombies) got more defensive strength
-fixed some small typos
-the battle frenzy system was disabled for some reason, the <PromotionFromCombat> tags were missing from all the Murderous Frenzy promotions i reintroduced those tags
-slightly lowered the penalty from Murderous Frenzy

@sephi
there are two bugs i did not fix:
the reanimated general had no model (pink blob) and the wrong button i guess you just forgot those before giving me the new beta

in the attachment is the update (just 4 *.xml files)


edit:
@sephi, can you please change the Local Legend of the Aristrakh from a zombie mob (hunter) to a Reanimated General?
 

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Very interesting civs, man. The art is really epic. I hope this is merged into RiFE.
 
you know what else could be awesome if you're still working on terrains tesb? making the desert texture look a little less desolate and completely arid. that would make malakim lands look a hell of a lot better. :lol:
 
there is already a good desert texture in dune wars for example. i personally don't find the desert texture that bad. what texture could really get an overhaul are burning sands, broken lands and fields of perdition imho.
 
There are ~4 good desert textures in Dune Wars, as every tile is desert. Hell terrain overhaul is a good idea, though.
 
chaos consume us (kuriotate scout reskin)

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chaos consume us (kuriotate scout reskin)

Bloodletter of Khorne much!
 
yes, the doors of hell have opened:
Spoiler :
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how can, no dare, you defy here seductive looks?

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one unit to go and the devils are done :)
 

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will be a new feature to wildmana. it is not a new civ but the blood war will continue in erebus that is all i can say for now :)

http://en.wikipedia.org/wiki/Blood_War

Uh, tesb, which part of her is seductive, really?
under her belt lays the final answer to desires you are not even aware of, yet :)

edit she awaits you. she even picked some flowers for you:

Spoiler :
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last devil is ready, i wonder how he fits through the gate though :D

Spoiler :
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edit: i just noticed i probable have to redo the belly armor :(
 

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