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Old April 30, 2002, 20:07   #181
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I forgot that BlueO's Mod overwrote the use of tile improvements.

An interesting twist, to say the least.
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Old May 1, 2002, 05:11   #182
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for the industrial city civ3 had a good one could take a few hours to put into ctp 2 like.
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Old May 1, 2002, 09:24   #183
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Quote:
Originally posted by Dale
I'd make it two if I were you. Quite often it's handy to combine two wonders in one city (ie: single city science boosters like telescope).
Good point, I'll remember that

Pedrunn,
Nice graphics

Quote:
There will only be the structure wonders visible on the map, the list of 21 out of 35 is it?
This differs per mod of course. And since AFAIK you can't easily switch the tile files with modswapper...

I agree city sprawl should be more than 2 or 3 tiles. First and foremost it looks really good (which improves the overall atmosphere of the game, which for many people is an important factor in determening how much fun they have playing the game, so certainly not a waste of resources). But also, as Ben pointed out, it limits growth and thus lessens the rich-get-richer effect.
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Old May 1, 2002, 12:43   #184
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This differs per mod of course. And since AFAIK you can't easily switch the tile files with modswapper...
As it stands, no. I guess either, we can add all graphics that are likely to be wanted into the finished expansion+wonder Tile File, or we can get Paul to add a few (?) lines of code to ModSwapper, so that each mod has an associated tile file, and it gets renamed into use before running the game. The only problem I can see with this is that it will use up 5 megs of disk space for every mod using a tile file.
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Old May 1, 2002, 13:10   #185
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5 megs? Hmm, acceptable, but if it can be avoided...
The key question is of course if how much room exactly we have. Do we still have room for only 20 new improvements or is there any way to add more?
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Old May 1, 2002, 13:36   #186
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Dunno to be honest, its a half-hour job just to test whether or not they all work. I think I've found a pattern of indices that gives working tile imps, but I'll check come the weekend (BANK HOLIDAY!!)
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Old May 2, 2002, 04:24   #187
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5 megs I hope you don't include the gtset555.til file, as far as I know this file is not used by the and therefore not necessary to be included in a download. But I still find it odd that not every possible tile index can be used, as it was possible to use the tileimp.txt to access on every tile imp graphics in the game.

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Old May 2, 2002, 09:38   #188
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yeah, but I include the 555 file so that others can alter the graphics with more ease. The 565 file is wierd...
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Old May 2, 2002, 12:15   #189
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Quote:
Originally posted by Immortal Wombat
yeah, but I include the 555 file so that others can alter the graphics with more ease. The 565 file is wierd...
Why is the 565 file wired just load it with tileedit go to Colors menue and select In-Game Color mode and the graphics looks like in the game. By the way tile edet contains here a bug the short cut for this function should be Ctrl + M but this one is actual used for adding tile improvements.

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Old May 2, 2002, 14:11   #190
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Fair enough I guess. I don't mind. I'll be uploading both, people can choose.
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Old May 2, 2002, 23:41   #191
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IW, Do you have the code for the city expansion already?
If you have it could you attach it for me?

-Thanks in Advance
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Old May 3, 2002, 03:45   #192
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no, sorry, not yet
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Old May 3, 2002, 03:45   #193
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at least, not the tile improvement one. BlueO's goods version is iin the database
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Old May 3, 2002, 20:10   #194
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Quote:
Originally posted by Pedrunn
IW, Do you have the code for the city expansion already?
If you have it could you attach it for me?

-Thanks in Advance
Ok, three hours, 570 lines of code, and several chocolate biscuits later, and the prelim code is done. I'm going to thoroughly bug-test this one before release though; the last few SLIC files I've made public have crashed horribly.

Ankor Wat, anyone?
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Old May 4, 2002, 18:34   #195
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I don't like making four consecutive posts...
...but I have to, so I can attach this.

Three SimCity3000 pics, which are better than the ones tehy are replacing, and fit much more nicely in a tile, and Stonehenge, thanks to Leonidas (I took the fallen liths out, I can't imagine a wandering army being overly impressed by some rocks on the ground )
I don't think the rest of the SC3k pics will be very useful, apart from the Eiffel Tower, but I can include them later on should they be in demand.
Would it be easier to include as much as possible, and let mod-makers decide which to use? I'd obviously provide a list of TileIndices that correspond.

Pedrunn, those pics are great. The first makes a brilliant outpost settlement. The second is however, a little large, and to fit it on a tile, it means shrinking it beyond recognition. Do you think you could make it a bit more compact, remove some houses or something? And maybe a small bit off the first one?
Otherwise, they are very good Thanks
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Old May 4, 2002, 19:17   #196
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Oh, man, I am absolutely drooling at the use of this in Cradle...

Do whatever it takes to get this to work!!!
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Old May 5, 2002, 12:09   #197
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Re: I don't like making four consecutive posts...
Quote:
Originally posted by Immortal Wombat
Pedrunn, those pics are great. The first makes a brilliant outpost settlement. The second is however, a little large, and to fit it on a tile, it means shrinking it beyond recognition. Do you think you could make it a bit more compact, remove some houses or something? And maybe a small bit off the first one?
Otherwise, they are very good Thanks
Funny though, I thought i did them in the square size. And you will note that both have the same houses. I will check it again maybe i crossed some space out of the square.
I went over the Civ3 cities from E!. I am thinking on doing some chages to make the industrial imp.
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Old May 5, 2002, 13:23   #198
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This looking great IW

I'm looking forward to it. . .
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Old May 5, 2002, 14:59   #199
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*phew* thought I was the only one posting here

I'm getting really scared now that my graphics will be awful, and disappoint everyone...
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Old May 5, 2002, 20:47   #200
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Quote:
Originally posted by Immortal Wombat
*phew* thought I was the only one posting here

I'm getting really scared now that my graphics will be awful, and disappoint everyone...
Come on, we know you are going to make a good work with it. You always do.
And you were right about the size. I totally messed up with the size of the big city without noticing. I will fix that.
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Old May 6, 2002, 00:53   #201
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I fixed the Ancient city size problem but for the industrial age cities i am having some bad time. Since i dont wnat to be so different fro the city sprite. Yet i am working on it although you shouldnt count on it.
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Old May 6, 2002, 06:32   #202
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Thanks Pedrunn
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Old May 6, 2002, 18:15   #203
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Very promising Pedrun and IW, both of your work looks very nice indeed.
Anychance of posting the graphics here when they are complete for a bit of a look over(maybe as a mock up on a CTP2 screen?), and lots of veiws/opinions/favourites?
Excellent work - i can't wait for Hexagonian to put it in Craddle(or all the other guys in their Mods.).
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Old May 6, 2002, 18:53   #204
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sure.
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Old May 7, 2002, 04:09   #205
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have we got any future wonders yet
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Old May 7, 2002, 05:52   #206
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no
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Old May 7, 2002, 06:10   #207
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modern ones
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Old May 7, 2002, 12:44   #208
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Having visible Wonders on the map will be a big step forward. . .
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Old May 7, 2002, 15:39   #209
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Mc, the list is on page 4 of the thread I think. I thought it was more recent.

The wonders going in at present (first draft of 21) are:
Pyramids
Colossus
Aya Sofia
Pentagon
Hanging Gardens
Forbidden City
Chichen Itza
Petronas Towers
Empire State
Eiffel Tower
Dome of Rock
Temple of Zeus
Temple of Jerusalem
Coliseum
Pharos
Ankor Wat ()
Taj Mahal
Blue Mosque
Notre Dame
Great Wall
Stonehenge

Once these are done and the code to match is released, I will see about a second version/addon with more in it for more options for modders.
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Old May 8, 2002, 05:08   #210
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thanks
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