Topic: Barbarian Seafaring Graphics
chuckw![]() Topic Opener |
Posted at:
2012-03-01, 17:37 UTC+1.0
The barbarian shipyard has been added in bzr rev#6273. And, yes, it appears our old nemesis of z-layering has raised its ugly head again (see the carrier obscured by the pile of oars at the left of the hut?). He hasn't even reached even with the hotspot! Ah, well. Something to do for Build18. I see little people. ![]() ![]() |
chuckw![]() Topic Opener |
Posted at:
2012-03-02, 04:19 UTC+1.0
Ok, I know this post is off-topic, except for the Barbarians anyway, but rather than start up a new thread for a couple posts, I figured I tag this onto this one. Port BuildingsI have been considering what possible designs we might use for the port buildings, considering their use as a foothold on new territory, a temporary lodging for explorers/soldiers/carriers, etc. and as a warehouse that is in close proximity to the water, but not necessarily in the water. A solution I propose is sort of a super-warehouse/mini-headquarters that has a more mercantile than military appearance. I think it should be placed on pilings, i.e. "stilts", to reinforce the water traffic idea. Atlantean Port BuildingHere is a draft for the Atlantean port. You can see that I have basically taken the atlantean warehouse building, put it up on pilings, added a ramp and a second floor "dormitory". I think this particular draft looks a bit too modern, but I'll try to rearrange the second-floor structures or enlarge the windows to lessen the effect. My aim is to take the same approach with the warehouses of the other tribes. What do you think? Am I on the right track? I see little people. ![]() ![]() |
Astuur![]() |
Posted at:
2012-03-02, 08:37 UTC+1.0
This is very clever design, Chuck. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. ![]() ![]() |
chuckw![]() Topic Opener |
Posted at:
2012-03-02, 13:29 UTC+1.0
Thanks for your ideas. This draft does need some "illumination". I see little people. ![]() ![]() |
chuckw![]() Topic Opener |
Posted at:
2012-03-02, 15:48 UTC+1.0
Atlantean Port 2I again apologize for letting the Atlanteans nose into this barbarian thread. Here is my 2nd draft which is much closer to my original concept. Ultimately I wish to animate the light and crystal to pulse and revolve respectively. I'm afraid I've not given much attention to the militaristic facets. What do you think of it? I see little people. ![]() ![]() |
Nasenbaer![]() |
Posted at:
2012-03-02, 15:56 UTC+1.0
concering the military aspect: maybe you could change the lower sections to be made out of stone instead of wood (so texture change) and add a small guardshouse to the right of the lower entrance ? ... just brainstorming agaqin And the port looks already very promising :)!!! ![]() ![]() |
chuckw![]() Topic Opener |
Posted at:
2012-03-02, 16:06 UTC+1.0
We have continued this discussion in the new Port Buildings thread. See you there. I see little people. ![]() ![]() |
Astuur![]() |
Posted at:
2012-03-21, 12:40 UTC+1.0
I have just for the first time created a map with some harbours and seen the barbarian ships On the graphic side I have some ideas for a later time .... Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. ![]() ![]() |
Shevonar |
Posted at:
2012-03-21, 13:19 UTC+1.0
I think it is impossible to make the ships go straight north or south because of the layout of the map (the small triangles, I think you know what I mean). You also cannot build roads straight north or south. Bobs like carriers, different workers, animals and ships can only walk on the edges of the triangles. Since there are no edges aligned from south to north, the ships cannot go this way. Either the map layout has to be changed (will not happen I think) or a special case for ships is needed to allow them to move everywhere not just along edges (will also not happen I guess). Currently there is also no possibility to do a turn like you suggest, but I think this might be possible to implement. However it is a change in code and cannot be achieved by graphical changes only (AFAIK). ![]() ![]() |
PkK |
Posted at:
2012-03-21, 14:01 UTC+1.0
Going straight northeast or northwest for as long as possible (without making the way longer) instead of alternating all the time should solve this issue without breaking the hex structure of maps. Philipp ![]() ![]() |