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The Classic Maya 2016-10-05

I think it was done by Utahjazz.

OK I have some free time so I will try to finish my test. Hopefully not to late... You might have already changed many things in the newest versions.
 
LouLong said:
I think it was done by Utahjazz.
Thanks.
OK I have some free time so I will try to finish my test. Hopefully not to late... You might have already changed many things in the newest versions.
The next update mostly adds gfx and 'pedia entries. A couple starting cities will be relocated, but there aren't any big changes to unit stats or something like that in.

Speaking of unit stats, am I to take the lack of comment as that everything the balance works well?
 
TLC, there must be a problem with the CFC downloads page, otherwise I'd download it right now. I'll check back after my next class to see if it's working, if not, I'll try Monday.

But, I do like what I see. I haven't played a Yucatan scenario, only the one that came with C3C (Mesoamerica I think).

I'll post my review after I DL.
 
I can't do anything about the downloads being out of action. Hopefully TF & Co will have it fixed soon.

v0.6 should be out this weekend. It has some gameplay fixes, a less incomplete 'pedia, and various new gfx, incl Trai's gorgeous Maya Diplo screens.
 
Version 0.6 uploaded (at a temporary location). :)

What's new?

Mostly gfx - resource 'pedia pictures, building icons, some wonder splashes, replaced gfx for the Teotihuacano unit, and above all Traianus's gorgeous Maya diplomacy interface :worship: .

There are also some updates to 'pedia texts - pretty much only the techs remain to do now.

A couple of starting cities have been replaced: El Perú -> El Zotz for Tikal and Cuello -> Kohunlich for Calakmul. This makes their starting positions more compact, which helps particularly Calakmul, that tended to be cut in two by Tikal expansion into the gap between Cuello and Los Alacranes. It also gives Tikal a decent chance to beat Calakmul and Caracol to the northern Salt resource on the Caribbean coast.

Some extra bonus resources and been barbarians have been added to the map.



Addenda:
@Trai: I'm not very happy with some of the improvement icons for the city screen I ended up with. In particular, the the Zoomorph, the Barracks, and the Fortifications could use replacement. Do you feel like trying your hand at these?

If you'd like to do 'Pedia pics for the buildings, even better. I suppose I need for all that don't have icons from the epic game or from the Mesoamerica Conquest.

@All: v0.61 is now hosted here at CFC. Changes from v0.6 are minimal. :)
 
We could begin with better building icons for Barracks, Zoomorph, and Fortifications. :)

The Barracks should look, well, more Mesoamerican and less regimented, the Zoomorph ought be recognizable. The Fortifications could be a proper wall-and-moot system.
 
Thanx for the new version! :cool:
 
I've been trying to play all the scn's I always wanted to try before Civ4
comes out and I'm glad I am trying this one now. I like it alot.
I picked Copan which may not have been the best choice - too many
mountains around. But I'm isolated enough to try and build things up
and theres lots of resources around I can get. No one's bothered me much
except Tikal and they are far enough away. Plus I got Aztecs to trade
with me so I have Jaguar warriors. Without them I'd probably be overrun
by barbarians by now (they are tough in this one) I hope you plan to develop
this further because it's a blast so far as is. thanks...........:D
 
Glad you like it. Current work is mostly on completing the gfx and the 'pedia, tho I have some ideas for gameplay tweaks too.

The barbarians are pretty tough. Wait to the endgame, and they'll get 5.1.2 Raiders too. :evil:
 
I've been playing as Caracol in the latest version with the diplomacy screen, and I'm loving it! The diplo screen is top notch, and so is the leaderhead art. So far, I'm pressing hard on Copan, and managed to get in an early war against Tikal with a draw, but with me in a considerable strategic advantage, as I have a clear line of sight on Tikal itself. Btw, I also like the ruins of Maya cities. Very nice! Keep up the good work!
 
I suspect that MjM's problem is that the files really aren't in the right place, since I didn't have that problem. The folder "maya" and the file "maya" should both be in CivIII/Conquests/Scenarios.

However, I *did* find that the files Kukulcanlarge and Kukulcansmall were misspelled, causing a crash when you look at the tech chooser page. I corrected them and all went well.

I haven't played enough yet to make many more useful comments. I *do* think the start of the game is a bit slow. Personally I would make the opening techs - particularly the one that gets you Workers - cheaper. I think it's fine to have a fairly slow opening, but when you don't have any Workers or any units other than Warriors to build, *and* it takes a long time to research anything, that's probably overkill.

Hopefully I'll get a chance to play a bit more soon. The diplomacy graphics are truly splendid!
 
Good work on the upgrades TLC. I haven't seen them yet, my plate is full, but they sound good and right. It's an inspiration to get my ass in gear.
 
Plotinus said:
I haven't played enough yet to make many more useful comments. I *do* think the start of the game is a bit slow. Personally I would make the opening techs - particularly the one that gets you Workers - cheaper. I think it's fine to have a fairly slow opening, but when you don't have any Workers or any units other than Warriors to build, *and* it takes a long time to research anything, that's probably overkill.
Yeah, I should probably rebalance the tech costs again.

I was thinking about making the Scouts 1.1.1 ATAR - this would make them more useful, since they'd zip thru difficult terrain, and not always die to the first barbarian they encounter. Probably switch the gfx to something with an attack animation in this case - the Chasquis comes to mind. Whaddya think of this?
 
The Last Conformist said:
Yeah, I should probably rebalance the tech costs again.

I was thinking about making the Scouts 1.1.1 ATAR - this would make them more useful, since they'd zip thru difficult terrain, and not always die to the first barbarian they encounter. Probably switch the gfx to something with an attack animation in this case - the Chasquis comes to mind. Whaddya think of this?

On the tech costs: I think they should be lowered as well. 50 turns with no workers is slow. And since this game is pretty barbarian heavy (at least when playing Copan) scouts do die often , I found myself loosing about 8 or so total. Not that I didnt have time to build them because the worker tech took so long ;) The 1.1.1 all terrain as road scoout , seems more approaiate since there is so many mountains , and the chasqui would look nice filling the unit.

I didnt get very far , but the game is looking nice right now. Those diplo screens really do look nice. As well as the units. The game did speed by fast in the first parts with no workers , I found myself hitting turn 5o , a quarter of the game , before I even spit out that first worker.

Even though I didnt say it much , the scenario is very good , just some minor things.
 
OK, Trai and SoG have volunteered to make tech icons, so I'll take stock of what I need in this post. :cool:

There's no law saying all icons have to be scratch-made; if there's something already-made you think I could use, feel free to suggest it.

Trade: Some typical Mesoamerican trade goods would be good - feathers, cacao beads, precious stones, sort of thing.

Stoneworking: I'll use the C3C "StoneCarving" one.

Corvé: A worker gang.

Script: A glyph

The Teotihuacan Connection: A talud-tablero building.

Architecture: A temple, I suppose.

Calendar: Sun and moon, perhaps?

Ballgame: I'll use the C3C one.

Divine Monarchy: Carving of ruler with deity above

Blood Cult: I'll use the C3C one.

Stela Cult: A stela, not identical to the building icon.

Royal Inscriptions: Glyphs.

Waterworks: A cenote.

Militarism: A warrior?

Warrior Cult: I need ideas for this one.

Dynastic History: Yax Pasaj and Yax K'uk' Mo' from Altar Q.

Fortifications: Wall or tower with a look-out on.

Navigation: Ships.

Pyramids: Pyramids.

Collective Rule: A Maya noble and a Toltec standing next to one another? (Thinking Chichén Itzá here.)

Total War: Burning village, or pillagers.

Prophecy: Shaman, or vision serpent.
 
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