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Sarsstock
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Okay Curt, after looking over the changes to the flag graphics you made this is what I have as far as the flag designs themselves go.
The actual title itself will of course look much better than this, this little graphic is just to make sure the flags are what you imagine them looking like.
Any comments or questions as usual are welcome.
Attachment: flag example for curt.jpg
This has been downloaded 108 time(s).
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curtsibling
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of the Kill!
May 2002 time: 05:17
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quote: Originally posted by Paul Hanson
How does the USA fit into all this, exactly? Are they going to be a playable civ, or simply the barbarians?
It would be cool to be able to retake the world for democracy, but I guess that's not the Vendetta way, is it? |
Darkness (not the band) rules the globe in Vendetta! 
I have 3 super-powerful terror organisations in it as things stand.
It was a choice between the evil Jihads and the embattled US renegades for the top renegade slot...
Even if I make the US units barbs, they will be hardcore.
For the current set up, I went with the Jihads, because I figured
that I needed an Arab civ faction to round things out.
On the other hand, it would be kind of cool to play the 'last good guys on Earth' - The USA.
You know, me and Sarsstock did play around with an
idea about some kind of UFA versus USA scen...
I am still thinking about the possibilities, nothing is set in stone till the last playtest...

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Sarsstock
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If your still interested Curt I have a very detailed timeline I could post. It deals with everything from the A-Bomb being dropped on Germany in anger to the "Second Civil War" to the final defeat of the "Patriot" forces loyal to President Truman and the victory of the "Loyalty" forces loyal to President Prescott Bush, who took over the presidency after MacArthur was assasinated.
The core idea that I had and Curt agreed with somewhat was that a civil war had taken place on the American continent after scores of conservative and religeous veterans and ordinary Americans believed America's sagging fortunes by 1944 were to blame on liberals and godless communists in Washington.
Thus 4 years after America withdrawls from the war in 1948, Douglas MacArthur seizes power from President Truman with the backing of most of the former United States Army.
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Sarsstock
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Curt, your design concept is just amazing. I would love to get to work on that one ASAP. The reason I hadn't posted the Australian Federation was I'm still working on it. Now that we have a good design in mind this will go allot quicker.
I can't wait to see what your characters will look like!!
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Sarsstock
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I too would prefer an MGE version, but many players and designers alike are just frustrated with MGE's limitations and the fact that we are yet to overcome them.
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:17
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Re: "Tribe may build" mask.
Bloody 'ell, what a mess! As Techumseh said, the mask is in reverse programmer notation, so Fairline's example above is incorrect – but so is Techumseh's. I explained this recently in another thread; I'm lazy, so I'll quote:
quote: Originally posted by Catfish
The values are reverse programmer notation which means you read them from right to left. There are 8 flags, one for each civ, starting with civ 0 (barbarians). 1 = can build, 0 = can't build. In the example below, only civs 1, 6 and 7 would be able to build that unit – even if all civs possessed its prerequisite tech. If the human player can't build a particular unit you will see a red "You cannot build this unit" displayed in the Civilopedia description. Look in the Original game rules and you can see that everyone can build everything – as you'd expect.
code: @UNITS_ADVANCED
11000010, ...
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So just to be clear: Civ0 (rightmost, barbarians), Civ1 (2nd from the right, Romans/Russians/Celts),… Civ7 (leftmost, Indians/Mongols/Sioux).
quote: Originally posted by Heresson
Mountain units aren't bad. Actually, I like them, because of zones of control thing they have; You can make more with it than just with an impassable ground |
But in ToT at least you have a choice. The ZOCs are a pain in the arse most of the time.
quote: Originally posted by Heresson
uh... by that You want to say there are more colours available, or something more? |
Yes. ToT renders its graphics in 16-bit colour (HiColor) - it can read 24-bit (TrueColor) bitmaps. The game's colour depth, however, is really effectively 15-bit, because the last bit is used as a mask indicator, eg, team colours. Theoretically, this gives you 5 bits per colour channel (RGB) or 25 x 25 x 25 = 32 768 colours, as opposed to the 192 available colours (out of 256) in the standard 8-bit Civ2 palette. However, Mercator, who has worked closely with ToT's sprite format (and BTW is responsible for teaching me all about ToT's colour format ), has indicated that due to ToT's unusual palette, visually it more closely approximates 12-bit. Clear as mud? 
quote: Originally posted by Heresson
What are the new commands types? |
It's laid out in the macro.txt document (attached).
quote: Originally posted by Heresson
What does it mean? |
It means that there are 3 variations of tile graphic for each terrain type, as opposed to only one in the older versions. It just helps to reduce the level of uniformity.
BTW, Curt/Fairline, nice ToT units you've been cranking out over the last month or so. I can retire now. 
Attachment: macro.txt
This has been downloaded 4 time(s).
Last edited by Catfish on 29-09-2004 at 11:11
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