City terrain
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Re: A new terrain type?
This won't work. You simply need too many literal houses to make a city. Even if you cut down the number of houses to less than 1/3 of the city, you're going to have 6-8 houses for any reasonable-sized city.doofus-01 wrote:2. Sort of what Jetrel said, add towers and other non-house things. But make them the non-healing terrains. If there are enough outhouses, stables, lamps, and watch-towers, the city won't look sparse, even if there are not that many "villages".
It's a bunch of work, but the ideal solution (which also doesn't discard any graphics) is to:
- switch all races to using "towers"/"strongholds" as the resource-granting terrain.
- keep our existing village graphics for use as "sparse" settlements
- make new village graphics, compatible with the existing village graphics, for "dense" settlements.
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- PeterPorty
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Re: A new terrain type?
Anyone liked my idea? I mean... it can probably be good...
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Re: A new terrain type?
I think changing the game mechanics is out of scope in this forum.PeterPorty wrote:Anyone liked my idea? I mean... it can probably be good...
But what is the way forward for me? Should I continue working on my version of the city?
- Eleazar
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Re: A new terrain type?
I think the above is the only visually non-confusing method for mainline Wesnoth, but i'm not sure it's worth the effort. There's a lot of conceptual overlap between "Keeps" and "Tower/Strongholds". Defense values would be weird, or things would have to be rebalanced. Weird= "a stronghold is a place where you get money, healing, but mediocre defense."Jetrel wrote:It's a bunch of work, but the ideal solution (which also doesn't discard any graphics) is to:
- switch all races to using "towers"/"strongholds" as the resource-granting terrain.
- keep our existing village graphics for use as "sparse" settlements
- make new village graphics, compatible with the existing village graphics, for "dense" settlements.
In other words, i don't think the terrain can be introduced well in a way that's not disruptive.
If your city is not adapted for mainline (Which IMHO it shouldn't be without a major overhaul of Wesnoth), it still could be very useful in specialized eras, or conversions. I think this would need to find life in a mod first anyway before being applied to Wesnoth if that was the plan.lurker wrote:I think changing the game mechanics is out of scope in this forum.
But what is the way forward for me? Should I continue working on my version of the city?
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
Re: A new terrain type?
I, for one, would like to use the city terrain in my current UMC project.
I think it will be useful as a village variant, without complicating the issue by changing functionality.
I think it will be useful as a village variant, without complicating the issue by changing functionality.
Re: A new terrain type?
Please, do finish it. It is really, really useful for UMC.
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
Re: A new terrain type?
All right then.
Could a moderator move this thread to the workshop, please?
Thanks
Lurker
Could a moderator move this thread to the workshop, please?
Thanks
Lurker
Re: A new terrain type?
Done.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: A new terrain type?
First version as an addon.
- Much more contrast
- More and better *-small variants.
- More houses Greetings
Lurker
- Much more contrast
- More and better *-small variants.
- More houses Greetings
Lurker
Re: A new terrain type?
Could you possibly place the terrain_graphics.cfg that you are using inside of an attachment? It is rather hard for us who don't know TerrainWML to generate a file for this.
Did you make it into a terrain already or is it simply an image?
Did you make it into a terrain already or is it simply an image?
Re: A new terrain type?
I've been thinking lately: why wouldn't this simply be used as a village variant for widely populated areas?
Jazz is not dead, it just smells funny - Frank Zappa
Current projects: Internet meme Era, The Settlers of Wesnoth
Current projects: Internet meme Era, The Settlers of Wesnoth
Re: A new terrain type?
Sure. Extract the attached zip into your addons folder. But beware: At the moment the terrain does not affect the game statistics in any way, IOW it acts only as an overlay. It has been suggested that the city terrain act as a village without healing or income which seems sensible as a first approach. If somebody knows the WML for that could they please post it here?bigkahuna wrote:Could you possibly place the terrain_graphics.cfg that you are using inside of an attachment? It is rather hard for us who don't know TerrainWML to generate a file for this.
Did you make it into a terrain already or is it simply an image?
Thanks
Lurker
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Re: A new terrain type?
Looks good! I imagine we'll be seeing these around in a number of addons, before long.
My one comment is that the colors seem kind of………too saturated, maybe? It looks kinda like some of them are lit by the warm glow of sunset, or something. I know they're meant to be painted (or red brick), but maybe just tone that down a little bit? I feel like they kinda jar with the rest of the terrain.
My one comment is that the colors seem kind of………too saturated, maybe? It looks kinda like some of them are lit by the warm glow of sunset, or something. I know they're meant to be painted (or red brick), but maybe just tone that down a little bit? I feel like they kinda jar with the rest of the terrain.
- Alarantalara
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Re: A new terrain type?
No problem. Just replace your current aliasof line with:lurker wrote:If somebody knows the WML for that could they please post it here?
Thanks
Code: Select all
aliasof=_bas, Vi
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Re: A new terrain type?
Honestly, the effect of giving better defense can be done in the movetype definition (or the unit file, if you're so inclined) anyway. This is awesome, and just what I needed for the mod I'm working on, since I have a major faction of rogues, some of whom I'd like to have the ability to hide in villages -- which is completely useless without a terrain like this. Keep up the work, and hopefully this can eventually get integrated into mainline, and add even more crazy possibilities to the Wesnoth world.