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  • #46
    Originally posted by fairline
    I was thinking decayed Roman cities with a few Germanic wooden buildings dotted around Curt, if you're up for it?
    Yeah, that would be perfect.

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    • #47
      Originally posted by fairline


      They would come in dead handy for the ToT rehash of Justinian as well

      I was thinking decayed Roman cities with a few Germanic wooden buildings dotted around Curt, if you're up for it?
      Sounds about right!
      I'll get right on it!

      http://sleague.apolyton.net/index.php?title=Home
      http://totalfear.blogspot.com/

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      • #48
        Pollution & Airbases

        Pollution: I thought I'd use the graphic space for some white fluffy clouds that would sit around mountain ranges and such. Besides the obvious global warming problem, what are the drawbacks of doing this?

        Airbases: There are no air units present in the game. I was thinking of using the graphic space to represent very minor cities and towns. What are the drawbacks of doling so?

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        • #49
          Originally posted by Harry Tuttle
          Pollution & Airbases

          Pollution: I thought I'd use the graphic space for some white fluffy clouds that would sit around mountain ranges and such. Besides the obvious global warming problem, what are the drawbacks of doing this?

          Airbases: There are no air units present in the game. I was thinking of using the graphic space to represent very minor cities and towns. What are the drawbacks of doling so?
          Pollution: To the best of my limited knowledge, global warming can be hex edited out. Eivind used pollution covered ocean tiles to represent roads in La Costa Nostra.

          Airbases: I think Paul Cullivan did this in Ancient Empires? Either way, the only obvious drawback I see is the railroad effect in MGE.

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          • #50
            If you hex edit out pollution, the only problem is reduced food production in polluted tiles. If there are only clouds in the mountains, it shouldn't be a problem. In Roman Civil War, I used railways on ocean tiles to represent clouds. There's an excellent set of cloud graphics in Terrain 2 from the ToT Fantasy game, btw.

            There isn't any reason not to use airbases for graphical reasons if there are no air units in the game. You might use 0 movement air units on the airbases to get an additional graphic, eg. inhabited village (with airunit), depopulated village (without).
            Tecumseh's Village, Home of Fine Civilization Scenarios

            www.tecumseh.150m.com

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            • #51
              Ok, thanks guys. I'll take this all in. Tech, I like your idea about the populated villages. I think I might do that. How did you do the railroads on ocean tile bit? Did you use settlers to build them?

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              • #52
                Screenshot time!
                Attached Files

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                • #53
                  2
                  Attached Files

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                  • #54
                    3
                    Attached Files

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                    • #55
                      Massilia, Saguntum, Athens, and Petra will all be made barb in a bit.

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                      • #56
                        Barb group suggestion- Jutes?

                        Oh, and since it seems you intend to stay true to the native pronunciations of the cities, may I make the following suggestions?:
                        Athinai (Athens)
                        Yerushalim (Jerusalem)
                        Carthago Nova (Cartagena)
                        I would also like to suggest adding Trebizond in the northeast of present-day Turkey.
                        My Cepha scenario
                        The Solar Revolution
                        Soon-to-be-updated collection of Civ2 artists' signatures. If you know one that's not listed, feel free to drop me a PM.

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                        • #57
                          Seems interesting. I watch this scenario development closely.

                          BTW, I don't have ToT and I am not that great at scenario development. Perhaps I can learn something, supposing that something can be applied to Civ2 MGE.

                          Nice graphics.

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                          • #58
                            Originally posted by Harry Tuttle
                            Ok, thanks guys. I'll take this all in. Tech, I like your idea about the populated villages. I think I might do that. How did you do the railroads on ocean tile bit? Did you use settlers to build them?
                            No, I manually converted the ocean tiles to land, added railways and converted the tiles back to ocean. You can do this with just about every terrain improvement (including pollution) except irrigation/farmland.

                            BTW, if you want the air units to be able to attack adjacent units, give them a movement of 1. They won't leave the base, but will attack adjacent units.
                            Tecumseh's Village, Home of Fine Civilization Scenarios

                            www.tecumseh.150m.com

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                            • #59
                              Very good suggestions Timor I will make the changes. I'll think about the Jutes. I may or may not have room.

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                              • #60
                                Originally posted by techumseh
                                No, I manually converted the ocean tiles to land, added railways and converted the tiles back to ocean. You can do this with just about every terrain improvement (including pollution) except irrigation/farmland.

                                BTW, if you want the air units to be able to attack adjacent units, give them a movement of 1. They won't leave the base, but will attack adjacent units.
                                Hmmm, very good to know. I might try something.

                                @ Monte: Thank you. The graphics are mainly Curt's creation. I'm just picking the best I can.

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