Towns do not change graphics upon converting to other religion

Isotope

Warlord
Joined
Dec 23, 2008
Messages
136
Hello.
I just updated to orbis 024b, ffh2 0.41d and after adopting a religion (OOs or AV for example), towns do not change their graphics, neither cities (if they are supposed to, I don't remember). Farms do change graphics but towns not.
 
Yeah, Ahwaric changed that a while ago. Towns now mirror the appearance of each civs basic city buildings. Proof of improved design. :)
 
Yeah, Ahwaric changed that a while ago. Towns now mirror the appearance of each civs basic city buildings. Proof of improved design.
Wait, wait. It isn't a bug? When it was? 024 right? SInce I don't remember this happening in 023. Is there a way to change it back or it requires lot of changes? I just loved AV and OOs towns and it clearly desentonates if farms still change graphics.
 
It was already in .22 when I started playing, I think it's been around a lot longer. I prefer it this way, I like that the different civs look like different civs, not like their religion. Plus, I rarely played with OO because those horrible blue improvements filling up the screen made my eyes hurt :D
 
Yeah but one thing I don't like is the Enclave graphic (unless it has been changed). Because when I played a very good game with the Kurios one day, I had a neat "sea" of towns all around my capital and then they upgraded to Enclaves, ruining all that perfect scene :mischief:
 
Yeah, the change is listed for 22d
Took me some time, but I think it was worth it. There is one minor issue - unclaimed twons etc. have the art of the first player, usually the human one.

It can be argued both ways, but I think civ element has more influence on city looks than religion. I have kept it for farms and mines, plus the base of cities should still change according to religion.
Also, Kael once said religion art was just a placeholder till civ one can be added and then he added it for cities. I just change towns to fit.

Unfortunatelly, the change is not an easy one. You have to edit PlotLsystem.xml and it is tedious job. You can try to use FfH unchanged one, but you will get some problems - like reagents & gulgram art not working properly.

Edit:
Yeah but one thing I don't like is the Enclave graphic (unless it has been changed). Because when I played a very good game with the Kurios one day, I had a neat "sea" of towns all around my capital and then they upgraded to Enclaves, ruining all that perfect scene :mischief:
The current Enclave graphics is already changed from FfH one - it was the one I use for sacred arc, mercurian pagan temple.
But I may try to prepare something more Kurio-style, looking like a small city, a bit like pirate port art. What should I put in the middle to make it enclave-like...?
 
It can be argued both ways, but I think civ element has more influence on city looks than religion. I have kept it for farms and mines, plus the base of cities should still change according to religion.
Then, why not removing all religion art? When there was only religion art, if you were playing Bannor, for example, you could freely adopt AV or OOs as all art changed but now, if you addopt evil religions under good or neutral civs or viceversa, you have to tolerate two different artstyles: the farms and mines and the towns, aside from cities. It desentonates, and a lot and its ugly and annoying and hurts the eyes and it cannot be changed easily if a player doesen't like it. Of course, I'm not speaking about Balseraphs who have Amurite (red and white) towns and usually addopt evil religions.

Otherwise, there could be civilization art but it would be replaced by religion art. Or even better, you could have given options to players:" ...by default there's only custom civilization art and only farms and mines change, but if you want, there's a file that removes farm and mine religion based art and places it as a custom civilization art depending on your aligment (evil gets AV farms and mines, viceversa) , or there's another file that makes art change from custom civilization to religion based art once you addopt a religion."

Personally, I prefer religion based art as it is dynamic whilst custom civilization art is static. Religion art reflect both religion and alignment whilst there's no way to change custom civilization art. You could at least offer two variables for each civ: good custom civilization art or evil.
 
On a mildly related subject, it might be quite cool if natives villages were replaced by a Hamlet improvement once they've been encountered.
 
Hmmm that could be a type of goody. But I'd rather get free tech. Animal handling by turn 50 and all your neighbours will never have more than their capital. Need some godly promoted ranger to take capitals though.
 
On a mildly related subject, it might be quite cool if natives villages were replaced by a Hamlet improvement once they've been encountered.

Hmmm that could be a type of goody. But I'd rather get free tech. Animal handling by turn 50 and all your neighbours will never have more than their capital. Need some godly promoted ranger to take capitals though.

how about it only works if it has been popped by a border expansion
 
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