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Thema: [RWL] Grafiken und GameFonts

  1. #211
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    One of things I study now is exactly "Whaling" logic in TAC and in "Whalingboat_v0.04d". I see the difference and up to now I don't know which variant is better.

  2. #212
    Col-Modder Avatar von raystuttgart
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    Whaling from TAC is a lot better, seriously !
    You should really choose the one from TAC.

    • Massive Improvements concerning AI and Automation.
    • And most important also Bugfixes !
    • TAC Whaling has a complete Production-Line.


    TAC Whaling is the 1.0 of "Whalingboat_v0.04d".
    (I used "Whalingboat_v0.04d" as a base for my feature and we did lots of improvements on it in TAC.)

    Achtung Spoiler:

    In my personal "Favourite Features I have implemented"-List it is position 3.

    The rest of the team has of course also put a lot of work in it.
    Especially koma who did further improvements of AI and Automation.
    Geändert von raystuttgart (13. März 2011 um 21:42 Uhr)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  3. #213
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    Whaling from TAC is a lot better, seriously !
    You should really choose the one from TAC.

    • Massive Improvements concerning AI and Automation.
    • And most important also Bugfixes !
    • TAC Whaling has a complete Production-Line.


    TAC Whaling is the 1.0 of "Whalingboat_v0.04d".

    Achtung Spoiler:

    In my personal "Favourite Features I have implemented"-List it is position 3.

    The rest of the team has of course also put a lot of work in it.
    Especially koma who did further improvements of AI and Automation.
    Thank you very much for your recommendation.

    [*]Massive Improvements concerning AI and Automation.
    [*]And most important also Bugfixes !
    This is a really very important for me.

    However, BONUS_WHALE in my mod is only a source of food. Nothing more. I have no plans to implement Whale=>Whale_Oil technological line.

  4. #214
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    However, BONUS_WHALE in my mod is only a source of food. Nothing more. I have no plans to implement Whale=>Whale_Oil technological line.
    Then you will have to rework parts of the Automation.
    Automation in TAC is very focussed on the Production-Line.
    (Ships bring "Whale Blubber" to the best place to produce "Whale Oil".)

    Please be careful when merging into your mod.
    "TAC Whaling" is the largest feature I have ever made.
    Enormous amount of Code-Changes and XML-Entries.
    Very easy to get something integrated wrong.
    Geändert von raystuttgart (13. März 2011 um 21:55 Uhr)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  5. #215
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    Then you will have to rework parts of the Automation.
    Automation in TAC is very focussed on the Production-Line.
    (Ships bring "Whale Blubber" to the best place to produce "Whale Oil".)
    OK, I will take this moment into account.

    ATM my unpublished modcomp "1492: Marine resources" is fully based on "Whalingboat_v0.04d". I changed and corrected many details and everything is working perfectly. At least I found no bugs or CTD during my testing.

    However, "Whalingboat_v0.04d" is rather old mod, but you added "Whaling" in TAC mod recently. As result I started the comparison of both versions...

  6. #216
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    OK, I will take this moment into account.

    ATM my unpublished modcomp "1492: Marine resources" is fully based on "Whalingboat_v0.04d". I changed and corrected many details and everything is working perfectly. At least I found no bugs or CTD during my testing.

    However, "Whalingboat_v0.04d" is rather old mod, but you added "Whaling" in TAC mod recently. As result I started the comparison of both versions...
    We had CTDs very early but they were related to our own graphics.
    (New graphics for Whaling-Boat-Animations.)

    As far as I know, I did never see real major bugs like CTDs with "Whalingboat_v0.04d".

    But there were definitely some small things in AI-Logic / Automation that had to be improved.

    I can really not tell you all details anymore.
    Also koma did some further improvements after I left TAC.

    It will probably be a lot of work to really compare the two implemantations but I am curious to hear your results.
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  7. #217
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    Zitat von melcher kürzer Beitrag anzeigen
    Brauchst du den Schlachtermeister eigentlich noch? Den würd ich dann gleich mitmachen. Sollte bis Ende der Woche fertig sein.
    Zitat Zitat von raystuttgart Beitrag anzeigen
    Im Moment brauche ich den Schlachtermeister nicht.
    (Aber wer weiß, vielleicht kann man den ja in der Zukunft mal gebrauchen. )
    Wie schade! Ich habe bereits einen Arbeitsplatz für deinen Schlachtermeister...

    Bild

    Bild

    Bild
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  8. #218
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Wie schade! Ich habe bereits einen Arbeitsplatz für deinen Schlachtermeister...
    Extremely good graphics.

    Ok, I will think about it again.
    How could I not if both of you are creating graphics for me.

    It is really horrible with you guys ... whenever I make plans, you bring up new cool graphics and I have to rethink everything.

    --------------------

    I would have to rebuild the following production line

    Hides (from Bonus Cattle) -> Leather (Building for Coats/Leather)

    To the following:

    Cows (from Bonus Cattle) -> Food + Hides (Slaughterer's House)
    Hides -> Leather (Building for Coats/Leather)


    Advantages:

    A lot more realistic.

    Disadvantages:

    1. Why is Trapper only producing Fur then, without Food ? (For example on Buffalo.) -> However I am thinking of a new concept here anyway.
    2. One more Building-Space needed. -> Will have to shift buildings.

    --------------------

    Ok guys, I am convinced !!! You got me hooked.

    I will implement the following if you guys create the graphics.

    1. Trapper -> only Furs (as it is now)
    2. Hunter (working inside City, only on Bonus Bison or Bonus Deer, got graphics already)-> Hunted Animals (need new graphics for the Goods)
    3. Cowboy (got graphics already) -> Cattle (got graphics already)

    4. Two professions in "Butcher's House"
    (Just for technical reasons.)

    Butcher (Profession "Wild Animal Butcher") -> Food and Fur
    Butcher (Profession "Cattle Butcher") -> Food and Hide

    Achtung Spoiler:

    I will leave Sheep/Wool/Woolclothes more or less as it is right now.
    The only thing that will change, when I integrated MYP/C:

    Shepherd (on Bonus Sheep) -> Wool and Food


    I would need these graphics:
    (Got the rest)

    1) Specialist "Butcher" -> melcher ?
    2) Buttons and Icons for goods "Hunted Animals" -> KJ ?
    3) Building "Butcher's House " -> KJ ?
    Achtung Spoiler:

    What about a two Levels of that Building "Butchery" ?
    The graphics you have right now for the 2nd Level / the bigger one. -> Butchery
    And a small variant of that building for the 1st Level / the small one. -> Butcher's House / Meat House

    4) Adjustments in Gamefonts and resource_icons_64ea -> KJ ?
    (Icons for "Wild Animals" and also Specialbuilding-Line)


    Would you guys prefer that solution ?


    --------------------

    I would stop my DLL-Coding for other features, till I have implemented that variant.
    (Including integration of MultipleYieldsProduced/Consumed.)
    Geändert von raystuttgart (15. März 2011 um 21:12 Uhr)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  9. #219
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    Hi Ray!

    Yesterday I told you that I started some interesting work, here first results.
    Now only a preview of Trapper_house.

    Bild


    Addition:

    Why is Trapper only producing Fur then, without Food ?
    It's depend how you estimate Hides and Furs.

    In "1492: GC" Furs are rare and therefore expensive goods. In my case Furs are FINAL product.

    Hides are cheap and one of mass-production goods. Source of Hides: Cows (Food+Hides), Buffalo (Food+Hides), Sheep, etc.

    Profession "Wild Animal Butcher"
    Maybe "Hunter"?

    Hunted Animals (need new graphics for the Goods)
    I have some ideas how it could looks but I need some time.....

    Butcher (Profession "Wild Animal Butcher") -> Food and Fur
    Butcher (Profession "Cattle Butcher") -> Food and Hide
    Probably, you are right, but

    Butcher (Profession "Wild Animal Butcher") -> Food and Fur
    is similar to Profession_Hunter.

    Butcher (Profession "Cattle Butcher") -> Food and Hide
    really, Profession_Butcher

    What about a two Levels of that Building "Butchery" ?
    The graphics you have right now for the 2nd Level / the bigger one. -> Butchery
    And a small variant of that building for the 1st Level / the small one. -> Butcher's House / Meat House
    Probably possible, however I have to search the possibilities. I just found how convert graphics from various games.
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    Geändert von KJ_Jansson (15. März 2011 um 21:59 Uhr)

  10. #220
    Col-Modder Avatar von raystuttgart
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    I somehow like the idea

    Bonus Cattle -- Cowboy --> Cows -- Butcher --> Food and Hide

    Ok, I really have to make a deciscion now !!!!!

    This is going to be what I implement:

    Bonus Cattle -- Cowboy --> Cows -- Butcher --> Food and Hide
    Bonus Sheep -- Shepherd --> Sheep -- Butcher --> Food and Wool
    Bonus Furs -- Trapper --> Fur
    Bonus Bison / Deer -- Hunter --> Food and Fur

    Advantages:
    • It is more or less clear to understand and realistic.
    • Bonusses Cattle and Sheep work a little different and thus are interesting.
    • Bonusses Cattle and Sheep are not overpowered although you get 2 Yields out of it because you have more people involved in the production line (because of Butchers needed)
    • Bonus Bison not overpowered because quite rare.
    • Bonus Deer will not be overpowered because I will simply balance it not to be.


    So ok, I will need:

    • Specialist "Butcher" -> melcher said he will make one
    • Building "Butcher's House" -> KJ already presented his version


    That is it.
    (Will not need any new buttons for Yield.)

    @KJ:

    However I will need Adjustments in Gamefonts. (Have attached my Gamefonts below.)

    Could you help me out again ?

    The following Icons will need to be added:

    A) Icon Cattle and Sheep right of Icon Horses
    B) Specialbuilding Icon for "Train Station" -> Maybe simply an iron Trainwheel ? -> simply add at the end
    C) Specialbuilding Icon for "Butchery" -> Maybe a Knife ? -> simply add at the end

    Could you also send me the graphics for your "Butchery" if they are ready to be built in as a Building ?
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    Geändert von raystuttgart (15. März 2011 um 22:42 Uhr)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  11. #221
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    I really do not know now.
    You have to decide as you prefer. This is your mod and I only give my variants as I use Furs/Hides. You are absolutely free to refuse or accept (partially or fully) such variants.

    I also have a Cowboy in "1492:GC", but I use my Cowboy only for Horse production. Moreover, outside the city on free tiles. I don't agree with Firaxis who produces Horses inside the city. But, this is again only my personal opinion and nothing more.

    Could you help me out again ?
    Of course, but I have some questions/proposals.

    The following Icons will need to be added:

    A) Icon Cattle and Sheep right of Icon Horses
    Added as YIELD_CATTLE and YIELD_SHEEP in yields line of icons?

    But here you will have two additional yields. Are you really need them?

    Why you could not use, zB,
    BONUS_COW ==> produces 2 YIELD_FOOD + 2 YIELD_HIDE?
    Building for production: BUTCHER_HOUSE on COW_Bonus tile outside the city?

    B) Specialbuilding Icon for "Train Station" -> Maybe simply an iron Trainwheel ? -> simply add at the end
    OK, as a variant.

    C) Specialbuilding Icon for "Butchery" -> Maybe a Knife ? -> simply add at the end
    OK, as a variant.

    Could you also send me the graphics for your "Butchery" if they are ready to be built in as a Building ?
    What you mean?
    All required graphics (Buther_House.nif and Butcher_house.dds) are inside the archive. Butcher_House_Button.dds also in the archive.
    Geändert von KJ_Jansson (15. März 2011 um 22:45 Uhr)

  12. #222
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    I don't agree with Firaxis who produces Horses inside the city. But, this is again only my personal opinion and nothing more.
    I share that opinion but I did not find a good concept for Natives:

    Natives should not be able to produce Horses before they get them the first time from Europeans.

    My first solution:
    (which I somehow did not like)

    Natives would still produce horses in city. (like they do now)
    Europeans outside city on plot tiles.

    Second Aspect (which is even more important):

    European AIs should still be able to produce horses in larger amounts which could be problematic if horses are only available on a few bonusses.
    Geändert von raystuttgart (15. März 2011 um 22:48 Uhr)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  13. #223
    Col-Modder Avatar von raystuttgart
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Why you could not use, zB,
    BONUS_COW ==> produces 2 YIELD_FOOD + 2 YIELD_HIDE?
    Building for production: BUTCHER_HOUSE on COW_Bonus tile outside the city?
    I really do not like having buildings like that as Improvements.
    I feel that they belong inside the city like all other buildings.

    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    What you mean?
    All required graphics (Buther_House.nif and Butcher_house.dds) are inside the archive. Butcher_House_Button.dds also in the archive.
    As far as I saw, these graphics were made as an Improvement (outside the city).
    I do not know how to use such graphics as a Building (inside the city).

    By the way:

    I already have graphics for Butcher's House (Level 1 and Level 2).
    Your graphic was simply looking a lot better.

    @KJ:
    I totally confused myself right now.
    Let me sleep one night about the whole thing.

    The only thing I will definitely need in the Gamefonts right now is Specialbuilding-Icon for my Trainstation.

    If you could create such an Icon and add to my Specialbuildings-Line, that would be great.

    Please do not make yourself any other work.
    (Do not add Cattle- or Sheep-Icons or Specialbuilding-Icon Butchery.)

    I first have to be sure, what I really want.
    Geändert von raystuttgart (15. März 2011 um 23:20 Uhr)
    Teammitgleid dieses Projekt für Colonization:
    [Mod] We The People
    (Nachfolgerprojekt von Religion and Revolution)

    Davor Teammitgleid dieses Projekt für Colonization:
    [Mod] Religion and Revolution

    Vor-Vorheriges Projekt für Colonization:
    [ModMod] ray's Wunschliste

    Und wiederum davor Teammitglied von:
    [Mod] The Authentic Colonization (TAC)

  14. #224
    Talking Bull Avatar von Writing Bull
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    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Achtung Spoiler:
    Bild
    Zitat Zitat von KJ_Jansson Beitrag anzeigen
    Now only a preview of Trapper_house.
    Achtung Spoiler:
    Bild
    Very very nice, KJ!

  15. #225
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    Zitat Zitat von raystuttgart Beitrag anzeigen
    The only thing I will definitely need in the Gamefonts right now is Specialbuilding-Icon for my Trainstation.

    If you could create such an Icon and add to my Specialbuildings-Line, that would be great.
    OK, tomorrow I will add Trainstation in Specialbuilding line.

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