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  1. #1
    DR. Hobo. PHD.'s Avatar Campidoctor
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    Default UI,ships,buildings ect.

    guys maybe it might be wise to start thinking about these, i can work on them, im sure dvk can emplement them, we just need to figure out whats what.
    also dvk have you done a building set for sarmatia? if not ill pm you with some really cool ideas

  2. #2
    dvk901's Avatar Consummatum est
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    Default Re: UI,ships,buildings ect.

    Funny you should ask!!

    I would love stuff to be done here.

    One important thing involves the so-called 'barracks'. These have now been sub-divided as so:

    Roman Barracks Tree---------Rome
    Carthaginian BT--------------Carthage
    Successor BT---------------Seleucid, Macedon, Egypt
    Greek BT-------------------Sparta, Pergamon
    Eastern BT------------------Pontus, Armenia
    Barb1 BT-------------------Scythia, Dacia, Canrabrians
    Celtic BT-------------------Cimbri, Boii, Arverni, Belgae
    Nomadic--------------------Parthia, Sarmatians


    I would like the first three Levels to be protrayed and described more as administrative, government building, colonization type buildings that represent multiple buildings. Then the last two to be more 'Empire', Citizen type buildings where you can recruit your own warriors.

    The nomadic ones I have portrayed roughly with nomadic pictures....not buildings, but 'gathering points', tents, games, eyc for the first three levels, and then the last two more the 'infrastructure' look of a building their own assimilated peoples built for them.

    I'm waiting on descriptions on these from Cherry...but maybe the two of you and whatever can figure this out?

    As for the UI.....whatever you want to do is fine with me.

    And as for Sarmatia\Parthia...their can be 9 buildings in a tree, so we could expand on it\them as you think necessary.

    The Roman Tree, as it stands, needs descriptions for the firsy three levels.
    The fourth is the 'Campus Martius, or Field of Mars.
    The 5th splits into 3 choices....Limes Fortification, Eastern Fort, or Castra Praetoria.........each only available in a certain AOR.

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  3. #3

    Default Re: UI,ships,buildings ect.

    dvk, what do the first three Roman levels do, and what units do they allow?



  4. #4
    dvk901's Avatar Consummatum est
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    Default Re: UI,ships,buildings ect.

    Well, they're all basically set up kinda the same....at least I'm working on that.

    The first level allows only a 'garrison unit', and nothing else.

    The second level allows the garrison unit, a governor, and one of your lower level 'faction units' at home and in a military area.

    The third level allows a governor, General, better faction units in you home territories, and another level of units in a military area....and so on.

    So your better units are recruitable at home first, and then in the next level, in a military base.....so a conquered region will be one building level behind a 'home' region, given the same building......all done with the AOR.

    Some units will never be available at 'home' for some factions, other units will ONLY be available at home.

    Another thing I'm doing is tying some missle and cavalry units into these 'barracks' instead of the typical 'archery_range', cavalry barracks. You'll be able to recruit your typically 'factional' units in the normal buildings, but for example, a 'Seleucid Syrian Archer' or a 'Median Cavalry' unit that isn't part of your normal roster...so to speak...will require you to build your own faction\culture specific barracks in the appropriate AOR. This will require the building of ALL buildings in order to get ALL your units.

    Parthia and the Sarmatians, for instance...given their crummy infantry...wouldn't even have to bother with their barracks. The AI or the player could just build cavalry barracks and get most of their good stuff. But by splitting it between these 'faction barracks' and the normal Cavalry barracks....both trees have to be built in order to reap the benefits.

    Make sense?

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  5. #5

    Default Re: UI,ships,buildings ect.

    so, using Rome as an example, you'd get auxilia pretty much everywhere, right? legions on the limes bases (and the military bases), and townwatch, velites, etc everywhere?
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  6. #6
    dvk901's Avatar Consummatum est
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    Default Re: UI,ships,buildings ect.

    Affirmative.........and I'm doing my best to 'tailor' certain types of units to certain areas.

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    pseudocaesar's Avatar Campidoctor
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    Default Re: UI,ships,buildings ect.

    you should go through this guys AAR, take the time and read it. He makes some good points about Rome in the late game. All the armies are crap auxiliaries as he puts it.
    http://www.twcenter.net/forums/showthread.php?t=119254

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  8. #8
    dvk901's Avatar Consummatum est
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    Default Re: UI,ships,buildings ect.

    AE, are you still willing to work on the graphics for these? I'm assuming you mean the Building UI cards?

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  9. #9
    DR. Hobo. PHD.'s Avatar Campidoctor
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    Default Re: UI,ships,buildings ect.

    yeah, i think i can try my hand at this.

  10. #10
    DR. Hobo. PHD.'s Avatar Campidoctor
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    Default Re: UI,ships,buildings ect.

    long overdue, but here is somthing i whiped up.
    some sort of barracks lol:

  11. #11

    Default Re: UI,ships,buildings ect.

    Uhh, just noticed this, but thought I should voice a point. I forget the basics of this, but you need a garrison unit to be buildable at the first government. Something about rebeling, no buildings are there so no units are built, and a CTD is had. I dunno the details, good to ask Makanyane. It might not even bother you here.
    RIP Calvin, you won't be forgotten.

  12. #12
    dvk901's Avatar Consummatum est
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    Default Re: UI,ships,buildings ect.

    I got the 'towns-cities' building tree in and working. The levels are:

    suburb
    village
    town
    city

    They require that a 'proconsuls_palace' be present, which gives the player some options to build them at a much higher level. Each gives a population decrease, a happiness bonus, a health bonus and a trade bonus as you go up the tree.

    This will give people a way to curb pop. growth when cities get really big.

    Next, I'm going to work on the population increasing buildings....tenaments, etc.

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  13. #13

    Default Re: UI,ships,buildings ect.

    They require that a 'proconsuls_palace' be present
    Are these for Rome only?



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    dvk901's Avatar Consummatum est
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    Default Re: UI,ships,buildings ect.

    Of course not!

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    dvk901's Avatar Consummatum est
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    Default Re: UI,ships,buildings ect.

    Grain buildings in:

    storage facilty
    grain export
    large grain export
    grain import
    large grain import

    All in one tree split by AOR.

    For all factions

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  16. #16
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    Default Re: UI,ships,buildings ect.

    I have a request for building UI pictures. Could you make 4th & 5th level temples for the barbarian factions?

    For an idea of what 4th might look like, XGM I believe has implemented 4th level temple. Ideally I'd like them to look like the ones we already have, just bigger and more sophisticated versions of the 4th and 5th levels.

    EDIT: If you want you can create 2 new levels of barbarian temples so they fit between the existing pictures. For example if you liked the third level of temple to be the highest you can add make the ui elements fit below the current one.
    Last edited by Squid; November 27, 2007 at 12:38 PM.
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  17. #17
    dvk901's Avatar Consummatum est
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    Default Re: UI,ships,buildings ect.

    I've made a number of 'alterations since I uploaded, so I'll list some of them here:

    1. The colony\barracks system for Sparta has been split off the Greek one, so they have their own barracks. Pergamum has the other one, which is fine because it leaves it free for the swap factions.

    2. I split the German colony\barracks off the 'celtic' one, since they are 'ostensibly' not Celtic....so they also have their own barracks, as do Parthia, Rome, Carthage and the Sarmatians.

    3. I removed Parthia and the Sarmatians...being horse cultures...from the 'cavalry buildings' and put all their units in their own system of recruitment (except archers). It makes more sense this way, since their 'barracks' or method of recruitment would favor cavalry anyway, and it will also help them since their economies are weak at the start. One less thing to build. The descriptions for their 'barracks\colony' system should reflect this difference.

    4. I've split Roman and Greek cultures with a different building for each, and will probably do more of this. I can still split two more.

    5. Added the following:

    great_pantheon ;;rome
    colossus of rhodes ;;rhodes,
    temple of artemis ;;Ephesus
    mausoleum ;;halicarnasus
    statue of zeus ;;olympia
    hanging_gardens ;;Babylon
    pergamon_library ;;Pergamon, Mysia,

    as buildings you build to either 'maintain, rebuild or build the various buildings from a 'base'.

    6. Added the following:

    Naval Bases for all factions (the old 'warport...now removed)
    Classis Germanica
    The Imperial Naval Base at Ravenna
    The Imperial Naval Base of Misenum (Campnia)
    The Imperial Naval Base of Trapezus (Galaticus)
    The Imperial Naval Base at Syriaca (Syria)
    Classis Britannica
    The Imperial Naval Base at Alexandria

    7. Added:

    Triumphal Arches
    Columns
    The Temple of Horus at Behdet in Elephantine
    The Temple of Jerusalem
    Colonnaded Streets
    Roman Legion Monument
    Barb weapons dealer
    Eastern and Egyptian gardens
    Temple of SARMIZEGETUSA
    Temple of Garni

    And will soon add the 'Stoa' to the end of the trade buildings as it was a form of Greek and Roman 'Shpping Center\Mall\Office Building'.

    I have only one tree left, and not sure of that.
    Hopefully, when the Temple realignment is done for this, there won't be any 'extra ones'. I never counted them.
    Last edited by dvk901; December 15, 2007 at 01:34 PM.

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  18. #18
    dvk901's Avatar Consummatum est
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    Default Re: UI,ships,buildings ect.

    I have separated now a number of cultural buildings so that Carthage, Parthia, Egypt, Rome, Greeks, Germans, Sarmatians and Armenians all have their own. Well, Parthia's is 'eastern', but no other faction will use it. Most Barbarians still share a cultural building.

    I attempted to put in the Temple realignment, but it just kept CTD'ing. So I'll have to try later.

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