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Chris Kirchgasler
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Salt Lake City, UT, USA
Oct 2000 time: 05:13
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How the **** did you do that? That's really amazing. I can't wait to see more.
You, sir, have blown my mind.
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ravagon
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Australia
Sep 1999 time: 13:13
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That does look pretty good. Reminds me of AOE or somesuch?
Well done St Leo!
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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ABSOLUTELY FANTASTIC LOOKING TERRAIN!
It's Caesar III (Not II) buildings actually... I guess you used one of the multi-graphic terrain slots for the roads and one for the buildings? Have you considered making the houses individual cities?
I believe you can Hex edit their positions to make them adjacent to each other to make "blocks". With 8 different styles (4 sizes+Walls) you could get quite a nice variety. This would of course make the units go "inside" the houses rather than on top of them... and if there are multiple Civs within a city you can even get more types of houses. With no name and no flag/size you'll get the same look you have here.
BTW I am giving you this "idea" from my Stalingrad scenario files.
Nobody go crazy: It's in very early stages and on hold for the time being.
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St Leo
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Member of the Apolyton Social Democratic Party
Jul 2005 time: 00:13
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It's Caesar III (Not II) buildings actually...
The housing is from III, but everything else is from II.
I guess you used one of the multi-graphic terrain slots for the roads and one for the buildings?
The roads, gardens, forums, and shrines are terrain-based while the buildings are immobile units. However, the AI crashes when trying to navigate the streets between the buildings, so the scenario is temporarily being redesigned.
Have you considered making the houses individual cities?
Hmm, that would limit one to 255 houses and change the nature of the game. Besides, unless Mr. Fritz adds a way to change the location of a city to CivCity, it's too much work.
With 8 different styles (4 sizes+Walls) you could get quite a nice variety.
Ah, but not having city walls is a problem in itself.
------------------
Leons Petrazickis (St. Leo)
http://aventine.cf-developer.net/minizigg/
petrazi@sprint.ca
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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I understand... for Stalingrad it would work quite well because the houses have city walls to start with but they can't be built so, as the houses get captured and recaptured, the city walls disappear and now the houses look like burned, gutted buildings. Ultimately they disappear by population loss leaving the underlying terrain which is "rubble". Same with the roads which leave high movement "craters" when they are pillaged. The idea works but time is short supply...
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