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LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:17
  Old Post 17-02-2004 15:25
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After a little research, caravels seem to have had either lateen or square sails. The Nina seems to have had lateen sails and then switched to square after the Canary Islands (hermaphrodite cf. http://beatl.barnard.columbia.edu/m...hipRegistry.htm ). I think square sails would be better looking/more familiar.
Also check this link: http://www.sailingships.hnpl.net/pa...y/evolution.htm which is even better. I don't think caravels per se were very used for ocean travels, while caravel redunda were, so I'd rather have the latter. Now a good thing to do would be to have the image change when a seafaring tech increases enough, going from lateen sails to square sails.

yellowdaddy is offline yellowdaddy
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Apr 2003
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  Old Post 18-02-2004 00:29 Visit yellowdaddy's homepage!
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caravel, redo, ok... I assume the others are fine by all... I have to look into Napoleonic ships - the Man o' War and 74 gunners, frigates and all that malarky...

----------------------------------------------------------
the Roman Ship on the screenshot, with two sails is from the "joy of Knowledge" enclopaedia series.
it's called a Roman Grain Ship, but I've seen others with the same look, they all stress the Artemon, or foresail - so I think the one done by Targon is pretty, but not entirely right.

-----------------------------------------------------------
as for your galleys - they might be hard to tell apart at that size?! (whatever the size is!) but I'll have a go;
and yes, ships with sails down, Fireships, and damaged ships and sinking ships/shipwrecks seem nice ideas.

speaking of size....

how big should the Logboat (or dugout) be in relation to your Roundship?
and how big should the Aircraft Carrier be in proportion to your Roundship?

If I do them all the same size, when naturally the smaller units wll be dwarfed by the bigger ones, then won't the bigger units be grossly distorted when scaled?!

(i know you're not bothered about modern units right now, but it'd be nice to know, then I can decide all the relative sizes of ships and post them up as part of a unit library for all to refer to if they want to add or modify any more, plus I can be carrying on with other units whilst waiting for the ok on the different views and any animations to do with the Roundship)

Last edited by yellowdaddy on 18-02-2004 at 15:28

Gary Thomas is offline Gary Thomas
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Mar 2001
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  Old Post 20-02-2004 04:45
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Laurent, one of your sources is deeply suspect. It is the one that shows a picture of Columbas's (sic) flagship, the Mayflower...

Cheers

LDiCesare is offline LDiCesare
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Jan 2001
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  Old Post 20-02-2004 13:43
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I guess I didn't read it all...

yellowdaddy is offline yellowdaddy
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  Old Post 20-02-2004 15:28 Visit yellowdaddy's homepage!
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Gary, is there already a link which has an acceptable/accurate image of a Caravel?
if not, well i can search google and books, but i'm not 100 per cent sure what i'm looking for... I always thought that Caravels were just smaller slimmer Carracks, but basically looked the same and had teh same layout.

Thinking of ancient ships - do any other RL civs have any special boats (pre-mediaeval) period? I'm thinking Persians, Phoenicians, Romans (other than roundship), Chinese (other than Junk) - I think Greeks, Vikings, Arabs and Egyptians are covered.

Laurent's korean turtle boat is an example of something amazing that i've never heard of:

http://www.uh.edu/engines/epi1540.htm

any more?

LDiCesare is offline LDiCesare
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  Old Post 20-02-2004 21:27
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Actually, there was thatch on the roof of the turtle ship, so the enemy wouldn't see the spikes and impale themselves if they tried to board it. Since the upper plates were metallic, it also fooled the opponent into throwing flaming arrows on the thatch, which was totally useless, since the thatch would just burn away without harming the ship.

Gary Thomas is offline Gary Thomas
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Mar 2001
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  Old Post 21-02-2004 06:12
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Laurent: Working the sail on that turtle boat would be uncomfortable! It doesn't actually look like a useable vessel.

Jack: In spite of my comments about the source that Laurent quoted, the pictures of the caravel and caravel redonda (not redunda) in that source are excellent. If my memory serves me correctly they have been copied from Bjorn Landstrom's book "The Ship", which is about as good an authority as it is possible to get.

Cheers

Gary Thomas is offline Gary Thomas
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  Old Post 21-02-2004 06:31
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As an aside, the best known caravels in history were the Niña and the Pinta, two of the ships of Columbus. The Niña was a caravela latina (lateen rigged) and the Pinta a caravela redonda. However, before the main voyage began, the Niña was converted to a caravela redonda. The real name of the Niña was the Santa Clara, but Spanish sailors had the habit of referring to ships by the feminine version of the owner's name, and the owner was Juan Niño de Moguer. The Pinta was the smallest vessel in the fleet, hence the name (pint-sized).

The third vessel (and the initial flagship) was the carrack or nao Santa María;

Cheers

yellowdaddy is offline yellowdaddy
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it strikes me that that turtle ship would have been rowed with the lid on, as it were, and some of lid would be taken away to sail it, unless the sails aer just to fool the enemy from a distance?

i've got a korean dictionary as it happens, i can't speak it really, but i could look up "turtle" and "ship", to give it a slightly more imaginitive sounding name...

gary, am i right in thinking that your roman ship is the "navis orneraria"? in latin?

what's a hermaphrodite in ship terms?

is Cabot's "Matthew" a caravel or a cog?

this seems like an interesting link - it shows how they used the ships in combat...
http://www.inisfail.com/~ancients/greek-naval.html

Last edited by yellowdaddy on 21-02-2004 at 17:38

LDiCesare is offline LDiCesare
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Jan 2001
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  Old Post 21-02-2004 23:07
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Kobukson = turtle-ship. (The problem is to translate Korean sounds in the Roman alphabet. Since they have 3 sounds that might reasonably be written k...)

Gary Thomas is offline Gary Thomas
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Mar 2001
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  Old Post 21-02-2004 23:38
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Navis orneraria simply meant cargo ship ("ship of burden" I think), so any such ship from the period 1000BC to about 400 AD would do.

The term "hermaphrodite" tended to be used for any vessel that had two purposes, two modes of operation, or two kinds of rigging. It was applied to any galley that had only half an oar bank, being mainly designed for sail. The best known use of the term was "hermaphrodite brig", another term for brigantine, square rigged on one mast, gaff rigged on the other.

Cabot's ship was called the "Mathew" (not Matthew). It was referred to as a navicula, which merely means "small ship". In 1996 a replica was built, after very careful research, and the conclusion at that time was that the Mathew was a caravel (Cabot was an Italian), and certainly not a cog. Cogs had become obsolete a century or more before.

Cheers

Cheers

yellowdaddy is offline yellowdaddy
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  Old Post 22-02-2004 00:37 Visit yellowdaddy's homepage!
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Laurant,

I think they are written as " kk " " k " and " k' "
respectively - (same goes for the t and nd s sounds etc)
It must be a Sino-Korean word.
apparently the Japs had them too... (well similar)
http://en.wikipedia.org/wiki/Ironclad

Gary certainly knows his ships!
are there any other Roman (or other Civ) ships of the time which could feature? Or did they all use what we might regard as Greek ships?
Are there any other non-european/mediterranian vessels worth including for these pre-colonial scenarios?


The Roman ships on this site look pretty identical to the Greek ones...
http://www.artsales.com/ARTistory/A...n_galleons.html

apart from the trade ship - which is a little different to the two previous images I've seen - for a start there's no Artemon/Foresail, and the mast looks to be locate nearer the bow, whereas previous images show it to be nearer the stern...

anyone know more about ancient oriental ships - it looks like the Chinese had some massive "junks", more than just the traditional kind:
http://www.frontlist.com/detail/006054094X
http://www.oceansonline.com/zheng.htm
http://www.maritimeasia.ws/topic/shiptypes.html

on the same site, the chronology data maybe suspect, but it makes interesting reading all the same:
http://www.maritimeasia.ws/topic/chronology.html

this post is turning into a cornucopia of unit gfx reference... I think i've come across a humdinger of a site:
http://www.grinda.navy.ru:8101/sail...p/shipanote.htm
some brilliant images and info there, wot wot!

Last edited by yellowdaddy on 23-02-2004 at 23:24

Gary Thomas is offline Gary Thomas
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Mar 2001
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  Old Post 24-02-2004 11:57
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quote:
Gary certainly knows his ships!
In the late 1970s I went from New Zealand to London (pretty near as far as one can travel and still remain on Earth) in order to get material from the British Library for a thesis on 15th Century European shipping, for which source materials are somewhat rare in New Zealand.

I wanted to examine two documents.

One (the Anthony Anthony Roll, half held at the British Library, and the other half held at the Pepysian library at, I think Cambridge, but it may be Oxford, after a quarter of a century I forget the details) was on loan to New York for a Drake exhibition - never mind that it dates from a time when Drake was about 5 years old, and most of the ships were launched before Drake was born.

The other document was destroyed in the blitz.

So I fell back on plan B, which was to have a beer in every pub in London. I managed to get to 200 of them...

Cheers

Gary Thomas is offline Gary Thomas
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  Old Post 24-02-2004 12:04
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quote:
this post is turning into a cornucopia of unit gfx reference... I think i've come across a humdinger of a site:
This site is extraordinary.

Apart from my degree in history, I managed by a series of events that even I find hard to follow, to get a degree in Russan. The advertising banner says "Choose a girl" and the little arrow bit, essentially says "More...".

If you click on it you get an internet dating page, in Russian.

The ships are a mixed lot. Suffice to say that the Assyrian - Phoenecian Merchant Ship is actually a warship, not a merchant ship.

It has a ram.

It doesn't have a cargo hold.

Cheers

yellowdaddy is offline yellowdaddy
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Apr 2003
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  Old Post 24-02-2004 18:29 Visit yellowdaddy's homepage!
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I've got GCSE Russian and IOL Intermediate Russian diploma - which doesn't mean a lot, 'cos I can't speak a word! but I did learn the alphabet when I was a kid!
(russian girls = man-eaters!)

the images are lovely, but I still say that many of those ancient ships look awfully similar, and i'm not sure how discernable they'll be as units - but i'll 'av a go!

one disappointment is i've not managed to find many images of asian, i.e. Indian, Indonesian and Chinese vessels - there are apparently a few worth including: meaning that they are more different to each other than some of the european ones.

i'm going to do them again in a more ordered fashion and stick them on my site.

however, if/when you get the time, it'd be good to have your thoughts on which ships to leave out...

PS
I forgot this site as well, which is quite nice - no images but nicely summarised information with a nice user-friendly menu thing:
http://library.thinkquest.org/25723/ancient1.html


this site's in chinese (simplified), and contains a wealth of info (for sinophones) and images about oriental shipping, I'm just posting it so it's here for all to access.
http://shipmuseum.sjtu.edu.cn/quanzhou/quaninfo.htm
i'll also be pillaging it for gfx.
just work your way down the buttons on the left for a comprehensive set of images of chinese boats from dugouts and ancient riverskiffs to more recognisable Sampans and Junks (mu-ban-chuan).

The inclusion of such disticntive oriental units poses a question about the maritime unit tech tree.... chinese vessels have charted an evolutionary route quite different to the west, culminating in the huge 500ft Super-Junk of Zheng-He (pron. Jung-Her), and Laurant's Korean Turtleship.
There are occaisonal similarities - barges, galleys and the like, but the obvious things like the flat bottoms and lug sails are quite unique.

will there be a fork in the road on the tech tree where you have to choose whether to make v-shaped (occidental) or u-shaped (oriental) hulls? will it be determined by resources? (egyptian's had reeds, but not much wood...).

any thoughts?

Last edited by yellowdaddy on 25-02-2004 at 19:10

yellowdaddy is offline yellowdaddy
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  Old Post 25-02-2004 23:08 Visit yellowdaddy's homepage!
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below is supposed to be the image of a ship in eight directions, it seems it mightn't appear, so you might have to go to my site address in my signiture - how annoying!

looking at the various monoremes, biremes and triremes, i've concluded that at this scale they're practically indiscernable from each other, so i've combined them as one type, whether in the game there'll be a nominal difference in speed, i don't know.
I'm not too sure about the name "galley" as, this name seems to apply to a later ship type or am i muddling up the "galleas"? . can anyone help?

ancient trade ships next.

the original one by Targon seems to be a Greek one. Mine a Roman one. I plan to do both, the Roman being the larger of the two.
The Greek one encopassing the Egyptian one on that russian ship site, as they seem fairly similar.

have a play with these units to make sure the angles ok. they can be tarted up later.

Last edited by yellowdaddy on 25-02-2004 at 23:14

LDiCesare is offline LDiCesare
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Jan 2001
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  Old Post 26-02-2004 01:11
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I like the 8 directions triremes (or galleys or whatever we call them).
About the various types of units, this discussion would belong in either the military model or tech thread. Still, it's worth wondering. I also keep thinking about what units would have the aztecs evolved had they had access to iron or horses? As for the shape of the hull, I wonder how much comes from the sea (the Mediterranean is far easier to sail than any more open sea or ocean)? Gary can probably tell better.

yellowdaddy is offline yellowdaddy
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  Old Post 26-02-2004 01:54 Visit yellowdaddy's homepage!
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from what i know (southampton univ. webpage), there are four basic boat types:

dugout, (self-descriptive!)
raft, (bindings)
skin-boat, (skeleton)
birchbark-boat (sewing)

from these are derived the techs needed to develop boats.

chinese (and egyptian initially!) boats developed on their rivers and lakes and canals.
western boats as you said, in the calm coasts of the med..

early ocean-going craft were developed by northern europeans: celts and nordics, - coracles, currachs, kayaks, umiaks, longships..., and the wooden ships of the veneti tribe are mentioned by Caesar.

aside from those, you get catamarans in the warmer oceans.

environment and climate seems to play a big part to begin with.

Chinese flatbottomed ships apparently sailed all over the place, allegedly to Mexico and France! Certainly to horn of Africa.
Malayo-Polynesians went all over the pacific and indian oceans.
Inuits all around the arctic... i don't think it seems to matter what the boats hull is like, they can still get about a bit.
Though you're right that mediterranean boats weren't geared up to the Atlantic until they acquired tech from northern europeans.
..............................................

i think it's fair enough to bring up these topics in this thread, so we know what units we are making, the reasons why are worth mentioning, perhaps there's a bit of overlap with the military model thread.
i'm only interested in finding out what they should look like really.

Mark_Everson is offline Mark_Everson
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  Old Post 01-03-2004 22:50 Visit Mark_Everson's homepage!
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quote:
Originally posted by yellowdaddy
will there be a fork in the road on the tech tree where you have to choose whether to make v-shaped (occidental) or u-shaped (oriental) hulls? will it be determined by resources? (egyptian's had reeds, but not much wood...).

any thoughts?


It's certainly doable to have a fork in the tech model. A parallel set of naval techs is clearly appropriate for scenarios. Whether we should do it for the main game depends on the tradeoff of realism vs complexity (and possible player confusion). I suspect we should try it both ways at some point, and see what players think.

Gattsuden is offline Gattsuden
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  Old Post 31-03-2004 18:41
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Im not quite sure what I'm supposed to work on. I had conflicting orders. Someone guide me! I need to work on something before I die! I still haven't contributed! Guidence please!

Mark_Everson is offline Mark_Everson
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Gattsuden:

Have you played the demo yet like I requested? That is so you can see what is in there now. I have written the coders to see if they have suggestions on what you can work on. If you are so fired up that you need to do something now, just pick something from the things I and yellowdaddy have suggested.

Gary Thomas is offline Gary Thomas
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  Old Post 02-04-2004 01:47
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Rivers.

We need rivers that run along the edges of the tiles. They will be displayed as an overlay. Bridges would also be nice.

A variety of villages, towns and cities would also add to the visual appeal of the map.

Another possibility is forested hills - this is a challenge, since you need to see both the trees and the hills.

In general, any better terrain would be pleasant, and extremely easy to implement.

Cheers

Gattsuden is offline Gattsuden
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  Old Post 02-04-2004 03:27
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alrighty, good clear intrustions. Ill start on that right away. Is there any palette limitations for the tiles and units?

Gary Thomas is offline Gary Thomas
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Java runs off RGB, so there are no limitations at that end. However, the tile graphics are gifs, so limited to an arbitrary 256 maximum colour palette, but the palette can be a different one for each tile. Also, it is quite important that the actual image be a diamond shape with the rest transparent. Because the tiles are drawn from the top down, each should overlap the one above it by a pixel or two, to avoid the background showing. The best method is to have a look at the existing grassland tile and see what its characteristics are. Of course, hills, mountains and buildings will project higher, covering parts of the tile above.

Rivers will be a bit different, covering parts of two tiles (or four at the corners). They will not work the way the coastal overlays do. Too bloody complicated. However, we will need estuaries, and maybe deltas.

Cheers

yellowdaddy is offline yellowdaddy
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gary said:
quote:
tile
quote:
tile
quote:
diamond shape
quote:
tiles
quote:
tiles
quote:
tile
&
quote:
tiles


I take that we are not required to draw a range of polygon-map friendly terrain bits? And that the D8 map is to renain 3d-isometric?


and...

quote:
A variety of villages, towns and cities would also add to the visual appeal of the map.


what about the ideas i've put forward on that front? areas of settlement/urbanisation as collections of little buildings which can form a range of city shapes, and
(with each little house representing say 10,000 people, and perhaps little factories/smithies and commercial edifices to represent the varying sizes of the industrial and commercial sectors - like a scaled-down and simplified Sim City) a graphical representaion which refects the size/density/distribution of settlement?

or can't you be arsed with that?

do you just want simple one-square standard size cities like in Civ?

Mark_Everson is offline Mark_Everson
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quote:
Originally posted by yellowdaddy
(snip) areas of settlement/urbanisation as collections of little buildings which can form a range of city shapes,


I think your cocept is intriguing. However, I found the examples currently on your web page to be hard to discern from the terrain. Since cities need to be easily-resolved when placed on a wide range of terrain tiles, that isn't a trivial problem. Also, the coding infrastructure to handle something like that does not yet exist. But we did plan to do similar things for tile graphics for forests, where deforestation would show nearly-continuous thinning of trees. So I expect that the code to handle such things will be there at some point. However it's not a priority at the moment. That is why I expect Gary is asking for the traditional whole-tile cities for the moment. We will be using them for a significant amount of time I expect.

yellowdaddy is offline yellowdaddy
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The idea of having Flora, Fauna and Urban overlays growing, spreading, changing organically is truly an original and exciting game feature if implemented.
There'll be implications for the military model as well as the economic model I imagin.
Gone are the days where you move a 1 square-filling mobile unit onto a 1 square-filling static unit (city) with two dimensional results, Bring on the polygon map and organic settlements!

Fair enough it's for the future, but I'll squeeze in a little digression, just as a mental note, i can shift it to a city overlays thread when we've got something relevant to D8 to post on one:

{How would you attack a swathe of mountain villages or }
{scattered farmsteads! you'd need to really develop the Task }
{Force idea, so you could add mongol horde-style raids perhaps.}
{different strategies too for coastal and riparian linear }
{settlements. }
{I suppose you'd need to assign admin centres or city }
{centres, as you click and draw your internal administration }
{borders, so that there is some defined place for an enemy to }
{capture, or which could potentially revolt and set up as another}
{citystate or part of another nationstate. }
{ }
{I think this would be a fascinating break from Civ where you }
{have strategic wars instead of just one-on-one unit battles. }
{ }
{When campaigning against sparse settlements and straggly }
{areas of settlement, you could capture each building one by }
{one, and thus have a defined area of control on the map, and }
{even end up in a stalemate where a large city is divided }
{between enemies. }
{ }
{As for the issue of visibility of these tiny buildings, well , one }
{solution is to have an urban background overlay - it needn't be }
{solid either - a grey/brown tint. And for the houses use more }
{contrast and shadows - i'll amend them. }

Last edited by yellowdaddy on 03-04-2004 at 23:49

LDiCesare is offline LDiCesare
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About evolution of images: Note that I've already coded a class that lets a unit use different images as techs evolve. This could be reused for terrain, but tying the evolution of graphics to a tech would not be what we want for forest, though it might for cities (city styles).

yellowdaddy is offline yellowdaddy
Prince
Saoir-Ebhor, Sasainn a tuath, Rialtas Aontach
Apr 2003
time: 05:17
  Old Post 04-04-2004 00:12 Visit yellowdaddy's homepage!
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#149 Report this post to a moderator
Got spare money?

I meant evolution in terms of City size and shape ( the area of land it covers and the shape of it - whether it curls round a beach, along a river, or radiates from a point absorbing other cities adjacent to it)... you start off with a celtic village of London or Paris, and over time more an more little buildings are added and after 2000 years you have a sprawling monster of a city... (catchez-vous mon drift?)

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:17
  Old Post 04-04-2004 01:41
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#150 Report this post to a moderator
Avatar Enlargement: We've got the solution

I got it. This has more or less been implemented in a CtP2 mod by the way (sprawling cities). I was just mentionning what's already coded and possible.

 
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