[We the People] Blackboard - Team and Supporter Communication

Why do you need to sail through a "single tile" island anyways
To avoid exposing a ship to pirates or other enemies when traveling to/from Europe, when it cannot complete the task in a single turn.

Additionally, I often use forts to load/unload goods from ships to wagon trains where there are no native villages nearby and founding a settlement is undesirable for whatever reason.
But since some people seem to like that mechanic and also want to continue "abusing it as canal", I will leave it in there.
Canals might be a better solution indeed, but more information on the implementation would sure be helpful. E.g. will other nations be able to pass through a canal, or only the owner, like a fort currently?
 
The Canal will have no "owner".
Just like a Farm has no owner either.

--> Once it is there, everybody can use it.

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Forts have the "actAsCity" tag, that is why they behave different than normal improvements.
(They e.g. produce a culture radius. And also have other specialties.)

But that is "feature concept" discussion which does not belong to this thread.
Wait for the final implementation and be surpised. :thumbsup:
 
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...

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Why do you need to sail through a "single tile" island anyways. :dunno:

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Because the closest route between two points on a flat page is a straight line. My ships follow the trade winds and mock geography and pixel colliision as in several other older games... Give me sailing through single tile islands and forts or give me flying ships filled with hydrogen. :devil: On 2nd though perhaps better filled with helium...
 
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@raystuttgart will it be possible to build canals in adjacent tiles?

E.g. now, due to Forts being prohibited from overlapping, one has no other way but to found settlements along the canal to compensate.

p.s. I strongly believe canals should not be allowed on tiles with no coast / large river / lake adjacent tiles, if it isn't obvious.

canal-example1.png
canal-example2.png
 
@raystuttgart will it be possible to build canals in adjacent tiles?
No, it would be too easy to exploit.
(I do not want to create an exploit mechanic for inland city.)

And yes, it will need " Water" access.
(So not "Canals" in Desert or stuff like that.)

But please, let us not have a "feature discussion" in this thread. :)
Please have a bit of patience, once I am done I will create a thread to discuss and give feedback.
 
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Do you currently need any further graphics for units or buildings? I remember that I have created a lot of graphics for units/professions which never made it into the game.
 
Do you currently need any further graphics for units or buildings?
Not right now, but once I start to integrate the "New Yields" I would also need graphics for Experts and Buildings.
It is currently difficult to tell ahead of time though what I will need or what I could use.

Thanks a lot for the offer though. :hug:
I will get back to you once I know more. :thumbsup:
 
Do you currently need any further graphics for units or buildings?
Solved this myself without adding new Improvements.
(Old Improvements have just been renamed / rebalanced.)

Spoiler :

@Schmiddie
I have no idea if you are still around and checking the forums from time to time.
Also I do not know if you are still interested in creating Civ4Col graphics.

But I could need the following Improvement graphics:
  • Orchiard and Large Orchiard (for Yield Fruits)
  • Digging Site and Large Digging Site (Yield Clay, Yield Peat)
I had found some stuff in Civ4BTS mods but it was not that pretty compared to the Improvement graphics we already have in WTP.
 
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These Animal Units are still without animation. :sad:

I asked several graphical modders in the last months for help.
But until now there was nobody motivated or skilled enough to do it.

Well ok, these Units have been unanimated since 10 years already. :rolleyes:
So it is not going to be a major issue if they stay unanimated, but still ...

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Alligator:

Anaconda:

Great White and Orca:
 
Dear team members, I've noticed something quite often that's really, really stupid.....a big request: when tinkering with graphics, please please please DO NOT compress when saving graphics. I don't know who did it, it doesn't matter, but both the Unit Buttons atlas and - and this is where it really hit me - the Founding Fathers atlas - were, yes you could say, destroyed as a result. Thank God, I still have the old graphics. For the units, I fixed it some time ago, only the Indians are still missing. The quality has suffered extremely. But that can be avoided. The FF are really bad at the moment, I have to redo them.

The same goes for all the other files - city graphics, city management, FF, etc. Whoever gets involved should know what he is doing, otherwise he destroys all the work we used to do by saving 1x. This is often meant to be helpful, because it saves the size of the files, but the quality often suffers extremely, if you do that the wrong way.

Please ask before you change graphics. I'm happy to help with graphics or to discuss changes at any time.
 
Thank God, I still have the old graphics.
Luckily git provides access to old versions of the files. If somebody commits something, which destroys a file, then we can go back in history and get how it was in any revision ever made since WTP started. Technically we can even go back to RaR as I preserved that history in git too (different repository through) so we have a more or less complete history of all files for the last around 10 years.

If somebody needs an old version of a file (graphics or otherwise), feel free to contact me as I know how to fetch files from git history without too much hassle.
 
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