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jessewclark
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Wow, great idea. I hope it will work for me (I'm playing the Mac version). I felt so sad when I looked at my biggest city at the very end of the game and it was so... puny.
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Ismailov
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Version 3.1 released!
Enhanced Background Files: Constrast enhanced in all types of metropolies. You can download the new background files from the same place you downloaded the old files: page 4, posts 12,13,14, and 15. In order to compare new and old versions, I have updated the screenshot at post 11, but screenshot at post 19 remains the same.
Besides, now I'm testing version 4.0: background files for 7-12 pop cities. I'm working with the buildings player1 found (thank you!). In this case, filler files have also to be updated, as the number of own style buildings must increaase. So, it will take me some days... As soon as possible, I'll post them here.
(jessewclark, did it work for Mac?)
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jessewclark
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I am pop-rushing all over the place in my current game, so none of my cities are big enough to check! But I'll let you know. Why do they all have to be in separate files, can't you put them in one zip?
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Ismailov
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It is not possible to use one only zip file because the maximal size of attached files is 500kb. Nevertheless, once the mod is finished, I'd like to ask the apolyton guys for joining all of the stuff in one only zip file...
Another idea for 6 pop cities is to fill the background ground with huge crops...
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jessewclark
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I checked it out on an old save game (Mac user here), and it works fine. It does look a little muddy though. But I'm not using the newest, high-contrast files. I'll have to check those out. If you want to bother, I wonder if there's a way you can make the edge of the city radius look more like a gradual blend of sparse houses and landscape--right now it's a clean circle, you can see the edge very clearly. Still, great work, a lot of effort for a small but gratifying aesthetic effect.
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Ismailov
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The muddy effect desappears completely with the new version. Just look at screenshots at posts 11 and 19 in page 4. Post 11 uses new files and post 19 uses old files...
The reason why I wanted to do this mod is the following: I remind that, when I played Civ1, I liked so much watching my cities grow up. I "felt" the cities, and, at the last stage of the game (peace, nothing happened), I was happy advancing turns just to watch how my cities grew. I "loved" my cities. Perhaps it was this pop-up when each improvement was finished, or when people revolted, or when people celebrated a "We love" day, I don't know... These cities were "alive".
Nevertheless, in Civ2, SMAC, CTP, CTP2, Civ3... this feeling disappeared. Cities were just "things to build military units"... And I wanted to try to recover this feeling. I don't know if I achieved it, but I tried...
(Switch: I agree. It's stupid that villages have skyscrapers...)
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Ismailov
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Thank you all!
I think metropolies will look better with the new background files than with the forest-city tip... But maybe it is a solution until background files for 7-12 cities are developed (believe me, I'll make them as soon as possible!)
Regarding Civ2 and Civ3 original city views, I think they (Microprose, Firaxis) tried to follow the pattern of (most) USA cities: an area of skyscrapers and, surrounding it, a huge area of sparse small houses. Compared with typical european overcrowded cities (some skyscrapers, historical area with 3-6 floor buildings, residential areas with 10 floor buildings), it is completely different.
However, cities in the game didn't look as cities:
"New York city: UN, Wall Street, financial center of the world, a lot of indutries... Population: 14 people!!!" 
Actually, cities with a lot of wonders seemed to be theme parks! 
Last edited by Ismailov on 29-11-2002 at 00:07
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Ismailov
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"Hi, I'm Fred, the happy citizen"
"How are you, I'm John, the artist. Look! It's Paul, the unhappy citizen!"
"Of course I'm unhappy! I work in the Library, in the Marketplace, in the Harbour, in the Factory, in the Coal Plant, in the..."
"Ok,ok... Let's go tomorrow to the stadium"
"Are there any tickets left?"
"Sure! The stadium is 100,000 people capacity and we are 14 people in the city!"
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Roggan
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This thread is worthless without more screenshots
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Caliban
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somewhere deep in the forgotten woods of germany
Jul 2002 time: 06:22
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quote: Originally posted by Datajack Franit
Yeah- and btw two 8 cities can both have a 1,000,000 population or 985,000 and 1,200,000
Kinda realistic, huh? |
These are just CATEGORIES, this has nothing to do with realism.
Btw, do you want to distribute each of your 985,000/1,200,000 inhabitants to a working field in the city radius BY HAND? No? But would be kinda realistic, huh?
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Ismailov
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Guys, I think you misunderstood me! Of course a population of 20 means millions of people! I just refered to the original CITY VIEW of the game. If you look at your city, it "seems" that , actually, only 20 people live in the city. It is because the number of houses in the picture was so low...
I'll post more screenshots and the first approach to 7-12 backgrounds in some hours...
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Ismailov
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Here you have very different screenshot: A far east snow metropoly, with all the ptw new buildings. As you see, it also works for ptw...
(Version of mod: 3.1)
Attachment: fareast.jpg
This has been downloaded 75 time(s).
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Ismailov
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And now, a first approach to the 7-12 background files.
These files use old-fashioned buildings, because 7-12 population cities exist all over the game, in all eras. Besides, buildings are a mix of styles. as background files must be shared by all of the culture types. However, a few details could be slightly improved...
(They go to folder art/city view/backgrounds...)
First, the plains file...
Attachment: p-med.zip
This has been downloaded 7 time(s).
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Ismailov
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The snow file...
Attachment: t-med.zip
This has been downloaded 9 time(s).
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Ismailov
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The desert file...
Attachment: d-med.zip
This has been downloaded 7 time(s).
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Ismailov
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Grassland file is still unavailable. It exceeds the 500kb limit. It will be available once the last version is released. If you like, you can create it easily (2 minutes work) using the file "workshop2.zip" available in the next page.
Last edited by Ismailov on 13-12-2002 at 21:56
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