February 14, 2004, 17:24
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#31
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Thank you. The good thing about this one is that it's relatively simple to build. Takes a load off my mind.
I've been building a unit grid the past few days. It's coming along.
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February 15, 2004, 18:33
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#32
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Here's a happy little guy. Your friendly neighborhood traveling distillery on-the-back-of-a-big-lizard.
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February 16, 2004, 23:02
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#33
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Emperor
Local Time: 13:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Having tea with the Third Man...
Posts: 6,169
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I am reminded, not entirely pleasantly, of Fear and Loathing in Las Vegas. But it does look cool.
__________________
"May I be forgiven for the ills that I have done/Friends I have forsaken and strangers I have shunned/Sins I have committed, for which others had to pay/And I haven't met the whiskey that can wash those stains away."
-Brady's Leap, "Wash."
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February 16, 2004, 23:25
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#34
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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February 16, 2004, 23:43
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#35
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Ok, I've got four kinds of resources to hunt for, at the moment. One you can eat, one you can drink, one you can wear, and one you can get cash money on. Should be easy enough...
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February 21, 2004, 00:21
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#36
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Okay... Almost got the great wall of china down. The fortress graphic will be a basic turret that can be used other places besides the wall.
Looking good, just wish some other graphics would come in....
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February 22, 2004, 18:01
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#37
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Anyone want to sex these up? Maybe put a little grime on them, some cracks, etc...
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February 22, 2004, 20:36
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#38
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Here's a screenshot...
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February 23, 2004, 15:48
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#39
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Moderator
Local Time: 19:14
Local Date: November 2, 2010
Join Date: Apr 2002
Location: Helsingborg, Scania
Posts: 1,253
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Nice! Of course they could use some improvements, but it's a good start..
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February 23, 2004, 18:28
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#40
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King
Local Time: 19:14
Local Date: November 2, 2010
Join Date: Jan 2002
Location: Caught somewhere in time
Posts: 1,946
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AN excellent start!
I'm sure this will just be brilliant soon!
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February 23, 2004, 21:58
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#41
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Thanks guys. I just wanted to make sure all the pieces fit together before the artistic rendering began... I've already lowered the fortress and made it a two sided wall to allow better unit viewing.
The scenario is basically ready to be finished and tested, I just need some more unit artwork and some rules editing and its ready to go. The events aren't to complicated really. And you guys will love the map. There's plenty of fun stuff to find!
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February 24, 2004, 06:31
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#42
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Moderator
Local Time: 18:14
Local Date: November 2, 2010
Join Date: May 2002
Location: Spamingrad
Posts: 5,693
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Sorry to keep you waiting, Harry!
Do you still need the yeti and ship?
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February 24, 2004, 20:43
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#43
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Yes, very much so.
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February 25, 2004, 08:59
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#44
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Moderator
Local Time: 19:14
Local Date: November 2, 2010
Join Date: Apr 2002
Location: Helsingborg, Scania
Posts: 1,253
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So when will we get more info about the civs and the map, or is it all a big conspiracy just to make me very curious?
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February 25, 2004, 21:03
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#45
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Well..... Once I get some city graphics and a few units covered I can start to unveil the made-for-play civs. There will be a few others in the game, but you'll have to explore to find them. Then again, they might just find YOU.
I might just post a teaser for the map, with only a few areas uncovered just so you guys can see what you're up against. But until then...
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February 26, 2004, 03:05
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#46
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Emperor
Local Time: 10:14
Local Date: November 2, 2010
Join Date: Feb 2001
Location: hippieland, CA
Posts: 3,781
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Spring break for me is late March, so i'll try to get some cities done then.
__________________
Visit First Cultural Industries
There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd
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February 29, 2004, 17:22
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#47
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Ahhhh, improvements
"Seat of Governance,"
"Training Grounds,"
"Ice Cellar,"
"House of Joy and Pain,"
"Grocer and Trade Street,"
"Pen and Ink Publishing,"
"Ethical Accountants,"
"Fortified Bulwarks,"
"Rainwater Cisterns,"
"Money Lender,"
"Red Lion Tavern,"
"Apprentice School,"
"Underwriter,"
"Jango Ball Stadium,"
"Blacksmith Quarter,"
"Ore Smelting Fields,"
"Slag Removal and Burial,"
"City Char Fuel Service,"
"Water Wheel Facility,"
"Phlogiston Oil Industry,"
"Insurance Brokerage,"
"City Rubbage Dump,"
"Well Drilling n Devining,"
"Cobblestone Streets,"
"Drafting Hall Repository,"
"Ballista Defenses,"
"Breakwater Cannon Fort,"
"Wind Powered Mill Stones,"
"Deep Quay and Dock,"
"Seaweed and Fish Farms,"
"Coop,"
"City Judicators,"
"Ship Construction Yards,"
"(Treasury Tax),"
"Ice Caravans,"
"Circus of the Sad Clowns,"
"Merchant Guards,"
"Coastal Bonfires,"
"Lu's Love Emporium,"
"General Rokque,"
"The Mercenary Draft,"
"The Great Smelting Engine,"
"Boars Head Inn Franchise,"
"Patent Office,"
"The Star Compass Company,"
"The Jango Ball World Cup,"
"Brewery Purity Laws,"
"Archimedes' College,"
"City Income Taxes,"
"The Bar Napkin Affair,"
"Aristocratic Malaise,"
"The Diplomats Lounge,"
"Military Mail System,"
"The Water Wheel Works,"
"Madame Tolouse's Schools,"
"Ice Cream Industry Subsidy,"
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March 3, 2004, 22:42
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#48
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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The majority of the icons are finished, as well as the terrain. Also, the units are about a third of the way there. I might go and buy the sound editor Blaze Audio and start mixing some decent sound effects and music for this one on my day off. Also, the describe text is about halfway done.
In other news, does anyone know why this thread keeps disappearing? Even if I extend the viewable period for threads I can't find it. I had to search my posts to find it. Bizarre... I don't think I pissed anyone off recently....
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March 10, 2004, 23:32
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#49
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Five playable civs. One of the new civs is a special one, designed to be that "sneaky thief nation" everyone has always wanted to play. I'm thinking that the other one might be a "for hire" civ, with some special abilities that can be sold out to the other civs.
The details are still being hashed out and I have redesigned part of the map to accomodate a better multiplay environment. I'm hoping that the 2 additional civs will create some interesting alliances.
I think I have solved the settler problem and over population, at least for this scenario. Settlers for each of the three major civs will appear at random at a specified tile on the map, conventiently inhabited by non moving, undestroyable units for each civ. This tile will serve as an "Ellis Island" of the new territories. The settlers will appear at random, well outside of each civ's zone of control. The trick will be to control the island to control who gets their settlers off.
Also, I have created a number of events that create units that can be hunted to create caravan goods.
Basically this is all about strategy, money, and multiplayer come-uppance. Should be fun...
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March 10, 2004, 23:38
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#50
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Jan 2001
Location: of underdogs
Posts: 1,774
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You must be having a blast with the improvement icons! Do Madame Tolouse's Schools represent a science or happy wonder?
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March 10, 2004, 23:50
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#51
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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It's a Science wonder. Give the kids a proper education and some good discipline and they'll become the future of the world...
I would also like to direct your attention to the "House of Joy and Pain" Ooooh, it feels so good.... Gotta love "creatively free" scenarios.
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March 11, 2004, 01:08
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#52
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Prince
Local Time: 20:14
Local Date: November 2, 2010
Join Date: Oct 2003
Location: of Thessalonike
Posts: 983
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Very nice gif indeed!
Which of your already released scenarios do you suggest that i download, HT?
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March 11, 2004, 22:01
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#53
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King
Local Time: 12:14
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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Well you could DL Atomic Eagle and improve on it if you're feeling lucky. I'm sure the post-mission part needs some work.
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