The Ancient Mediterranean MOD

I would like to delte the alphachannel at the Persian Immortal and the Celtic Swordsman, cause they should be UU's and the look much better without the playercolor (only the belts are in player color). a black belt would look much better than one in playercolor.

My Buttons are not the best, and i didn't made one for the celtic swordsman.

I am proud about the Persian Immortal :) if there weren't those shoulder protectors... but i like this skin very much it will stand over the mass of the others (or they will get in same UU quality like this one)
 
I thougt about skinning standard units in 3 classes:

Wich means that every standard unit got 3 skins.
divided in:
Nordic (Gaul, Germany, Britons)
European (Iberia, Rome, Greek...)
Egypt-Asia (Egypt, Babylon, Persia..)

So that Battlefield would look moor realistic and playing would make much more fun.

We just had to: add units like this:

bowman_nord
Art: ... bowman_nord/bowman128.dds
bowman_europ
Art: ... bowman_europ/bowman128.dds
bowman_east
Art: ... bowman_east/bowman128.dds

...

Nordic ones could have Blond - Red hair.
Europe ones could have Brown Hair
Asia ones could have Black Hair and darker Skin
...
also ohter cloths.

Nordic: pants
Europ: weaponskirt
East: cottonskirt

How do you think about my idea?
Do you like it?
Or do you think it would make too much work?

EDIT: Means Cultural - Artstyle
 
BenGee171 said:
I would like to delte the alphachannel at the Persian Immortal and the Celtic Swordsman, cause they should be UU's and the look much better without the playercolor (only the belts are in player color). a black belt would look much better than one in playercolor.

just make a very little part of the skinmap - that's not important for the model- transparent. Everything transparent will be teamcolour and the rest can be designed to your liking (e.g. a black belt).

The skins look very good so far.
If you would do me a little favour: why not add those white triangles around the bird to the skin?
That would look very good imho.
 
Another unique unit is ready for implementation: the

Roman
Onager

While moving, no stone will be visible (same as catapult).
While fighting, stones are attached and flying, but the model
is not animated. Polys are below 1000.

--> SCREENSHOT <--

--> POLYCOUNT <--
 
BenGee171 said:
i don't know, i think there fits no teamcolor in at the immortal.

there are always places on the skinmap that are not shown on the 3d-model.
it should be enough if the transparent area is 1px x 1px
 
I'd already be happy to get to 50:lol:

btw Notarzt, would it be possible to make female wizards with a dress already, I mean theoretically I know your quite ocupied now, or woud we have to wait for this strange SDK everybodys waiting for it seems?
 
BenGee171 said:
I thougt about skinning standard units in 3 classes:

Wich means that every standard unit got 3 skins.
divided in:
Nordic (Gaul, Germany, Britons)
European (Iberia, Rome, Greek...)
Egypt-Asia (Egypt, Babylon, Persia..)

So that Battlefield would look moor realistic and playing would make much more fun.

We just had to: add units like this:

bowman_nord
Art: ... bowman_nord/bowman128.dds
bowman_europ
Art: ... bowman_europ/bowman128.dds
bowman_east
Art: ... bowman_east/bowman128.dds

...

Nordic ones could have Blond - Red hair.
Europe ones could have Brown Hair
Asia ones could have Black Hair and darker Skin
...
also ohter cloths.

Nordic: pants
Europ: weaponskirt
East: cottonskirt

How do you think about my idea?
Do you like it?
Or do you think it would make too much work?

EDIT: Means Cultural - Artstyle

The problem is that all the west and central of Iberia were Nordic ( Nowadays more or less the same but in less proportion) and a minor part in the east were mediterranean. Remember that in the ancient days, spanish were "celt".
Iberian Tribes didn't be specially commerce "country", they were a very rudimentary mountanious "country".
 
Ploeperpengel said:
would it be possible to make female wizards with a dress already, I mean theoretically I know your quite ocupied now, or woud we have to wait for this strange SDK everybodys waiting for it seems?

I don't even know what SDK is.
 
Notarzt said:
I don't even know what SDK is.
SDK= Software Developers Kit. For better c civ4 moding ....

The map become better and better, nace .:)
 
The SDK won't mean much to skinning or making a female wizard, unless more graphical plugs are coming with it.
 
BenGee171 said:
Good Morning everyone!

Over night i made 3 Models (+1 but it isn't working very well)

I made:
Persian Immortal (swordsman with scimitar)
Swordsman - Ironage (Swordsman with chainmale)
Celtic Swordsman (swordsman with celtic skin)

The Immortal is a bit too pink for me (make him slightly darker purple, and reduce the saturation). I like the Iron Age swordsman. And we already have a (better) Celtic Swordsman.

Thanks a lot!
 
BenGee171 said:
I thougt about skinning standard units in 3 classes:

Wich means that every standard unit got 3 skins.
divided in:
Nordic (Gaul, Germany, Britons)
European (Iberia, Rome, Greek...)
Egypt-Asia (Egypt, Babylon, Persia..)

So that Battlefield would look moor realistic and playing would make much more fun.

We just had to: add units like this:

bowman_nord
Art: ... bowman_nord/bowman128.dds
bowman_europ
Art: ... bowman_europ/bowman128.dds
bowman_east
Art: ... bowman_east/bowman128.dds

...

Nordic ones could have Blond - Red hair.
Europe ones could have Brown Hair
Asia ones could have Black Hair and darker Skin
...
also ohter cloths.

Nordic: pants
Europ: weaponskirt
East: cottonskirt

How do you think about my idea?
Do you like it?
Or do you think it would make too much work?

EDIT: Means Cultural - Artstyle

Awesome idea! But... I would slightly change the categories:

- European (Celts, Iberians, Goths, Dacians, Scythians, Illyrians)
- Greco-Roman (Mycenae, Rome, Carthage, Lydia)
- Egyptian (Egypt, Nubia)
- Mesopotamian (Babylon, Phoenicia, Hittite, Persia, Media)

If you need help with these, feel free to email to the TAM-Dev group.
 
Locutus said:
I'm working on an ancient scenario myself and might want to reuse some of TAM's resources (mostly graphics), so I guess I better make sure I'm on a good footing with you guys :)

For a full-game mod, TAM doesn't exactly seem to have too many buildings (though granted I haven't really played it so I don't know how it works out in practice). Only 20 or so as opposed to 40ish for the default game -- and that's counting all those Smithies seperately which arguably should only count as one. My scenario only covers 150ish turns and I have more buildings than you guys (though admittedly I am deliberately aiming at great diversity). So here are some suggestions that I either have in my scenario or considered but rejected. It's free advice, do with it (or ignore it) as you wish :) (I'm afraid Wonders is the one area of my mod I haven't really looked into yet so I can't be of much help there yet)

Garden/Zoo
Parks and Ornamental (zoological) gardens and the like were as common in the old days (as early as 1500 BC) as they are today. The Mesopotamians, Egyptians Persians, Greeks and Romans all loved them. The Hanging Gardens are of course the most famous but by no means the only example. Suggested effect: primarily Happiness, maybe culture.

Beer Hall
Main source of entertainment for the Egyptians. They met friends here, feasted, drank, played games and music, told stories, etc. Suggested effect: Happiness, Culture.

Police Barracks
Police is not a modern concept, it is as old as crime itself. In some societies and regions the military acted as police force, but especially in large cities and 'civilized' areas it was often a seperate organisation, in many ways very similar to modern police forces. Suggested effect: reduced War Weariness, Anarchy or Unhappiness.

Public Well
Clean water was a rarity in the Ancient world, even near rivers or lakes, since these were used for washing, bathing and sometimes as sewer. Wells are the one source of natural clean, high-quality drinking watter. Suggested effect: Health.

Brewery
Because clean water was so rare, and other drinks like milk and wine were luxuries usually reserved for the rich, beer was in most ancient (and medieval) societies the staple drink, with large-scale brewing being often a government monopoly. Suggested Effect: Health.

House of Life
A bit Egypt-specific, but for what it's worth: Ancient Egypt was very advanced in the field of medicine, especially compared to its neighbours, Egyptian physicians were highly regarded and oft-requested by other empires. The institution behind these physicians was the House of Life (Per Ankh), a mixture between a hospital, library and temple where the secret knowledge of medicine, magic and religious ceremonies was stored, and cures, spells, ceremonies and dream-interpretations where administered to laymen. Suggested effect: Health, Science, maybe Culture and/or Religion.

Work Camp
You have a whole bunch of smithies in your mod, but nothing to boost production. Work Camps or Workers' Villages were often erected at the sites of large building projects. Suggested Effect: Production.

Carpentry Workshop
Not very original, but effective as production booster. High-quality wood was rare in much of the Fertile Crescent (most of it was in Lebanon), high-quality carpentry even rarer. Suggested effect: Production.

Gymnasium
Originally a school and training grounds for sports in ancient Greece (used for military training in Sparta), they later also developed into educational institutes, hospitals, and gathering places for philosophers and sophists. The most famous examples are the Academy, the Lyceum and the Cynosarges, all from Athens (one or more of these might be suitable as Wonders). Suggested Effect: Culture, Science, Happiness, possibly Experience (but you seem to have that covered).

Festival (Grounds)
Festivals and processions were a common activity to unwind, celebrate life and honour the gods all at the same time. Suggested Effect: primarily Culture, maybe Happiness.

Arena and/or Circus
Chiefly Roman forms of entertainment, one for fights and one for races. I'm sure you've all seen movies like Ben Hur and Gladiator, so these don't need much further explanation ;) Suggested effect: Happiness.

Forum/Agora
Centres of commerce, politics, justice and cultural activities for the Romans and Greeks respectively. Suggested effect: Maintenance, Gold, Culture.

Aquaduct
We often think of them as Roman, but they were already built by the Assyrians as early as the 7th century BC (if not earlier). Suggested effect: Health.

Stoa
Ancient Greek version of our modern malls. Covered, often two stories high centre of commerce in which many shops and offices where located (also used for art displays and religious events). Suggested effect: Gold/Trade.

Odeon
Musical theatre. Ancient Greek/Roman version of our modern concert buildings. Suggested effect: Culture.

Hey Locutus old chap!

Of course you can use our units and resources!

Also, thanks for the suggestions. I think Garden, Carpenter, Well, Brewery, and Tavern (req. Brewery) will definitely go into the game!

- Garden (req. Architecture): +1 Happy
- Carpenter (req. Wood Working): +25% hammers
- Well (req. Mining): +1 Health
- Brewery (req. Agriculture): 2 Beer resources (National Wonder)
- Tavern (req. Agriculture, Beer resource): +1 Happy, +1 Gold
- Work Camp (req. Aristocracy): +25% hammers
 
Hm, what does Christianity do in TAM 1.5? :)

I have it, it was some 70 turns to complte it,
I thought, wow, it must be something BIG, and...
I saw NO effect, not even in score or anything...

Well?
 
Perhaps it can function as our spaceship, giving the player to construct it a victory?

Thamis, I'll implement those buildings right away :)
 
Back
Top Bottom