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Thread: Visual Enhancement - Good and Evil menu packages released

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  1. #1
    Olifantenstaart's Avatar Civis
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    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    Dude...

    excellent job!

  2. #2
    Dazo's Avatar Biarchus
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    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    Hello ^^,

    The five levels of northmen taverns descr:

    Spoiler Alert, click show to read: 

    Northmen
    - tavern 1-5 (longhouse / tavern / gambling joint / inn / relay station)
    Longhouse
    1) A one room building with wooden walls and turf covered roof large enough to accommodate a small northmen community for celebrations. As it's the main mansion around, it's inhabited by the village head but hospitality rules also make it the home of any friend or foreigner seeking shelter for the night. Though it's a warm and secure place offering sufficient food to fill anyone up, lack of privacy can be a real hinderance for people not accustomed to it. However, there is always some ale to softer any troubled guest and get him enjoy the welcoming banquet.
    Tavern
    2) As northmen villages become towns and festivities can't be sustained anymore by a longhouse alone, villagers need a place to gather informally and talk while drinking. Thus, the tavern offers various beers and basic food used in custom dishes or takeout meals for day laborers. The common room is usually built around the main hearth and give access to the kitchen and a dormitory equiped with straw mattresses. There is also a small stage in a corner where journeying singers and story tellers can amuse the customers and earn the right to stay some days for free.
    Gambling joint
    3) The gambling joint is nothing more than a tavern with permanent entertainment activities like card games, dice throwing or music. However, the usual friendly brawls arn't tolerated here since there are other ways of having fun. The owner can always count on the townwatch to keep an eye on merry guys in exchange of some beer tankards since the bored garrisson often drop by to kill time between two patrols. This place remains a northmen's den in greater cities where costly inns and relays tend to attract foreigners or wealthy people.
    Inn
    4) When settlements grow, the old northmen hospitality rules can't apply in the same way anymore and tired travellers need a decent hosting facility to provide commodities like bathtubs and individual rooms with clean sheets. An inn usually have two to three levels with a cellar in the stone basement where are stored victuals and casks. However, such a family run business can't afford to maintain specific services like stables and horses are just tied under a sloping roof or taken care of by the blacksmith farrier for the night.
    Relay station
    5) Always located near major northmen crossroads, this imposant building has all the high standing facilities and professional crew an inn is lacking. The watched stone porch opens on an enclosed courtyard where can be found a laundry, a bathhouse, stables and even a small forge. All rooms are upstairs and cleaned daily by housemaids while the large kitchen keeps several cooks busy. Such a place proposes refined courses fitting all tastes including a few elven delicacies and many quality liquors from selected dwarven ales to rare Dorwinion wines.


    +
    Last edited by Dazo; June 12, 2009 at 01:14 PM.

  3. #3

    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    Quote Originally Posted by Dazo View Post
    Hello ^^,

    The five levels of northmen taverns descr:

    Spoiler Alert, click show to read: 

    Northmen
    - tavern 1-5 (longhouse / tavern / gambling joint / inn / relay station)
    Longhouse
    1) A one room building with wooden walls and turf covered roof large enough to accommodate a small northmen community for celebrations. As it's the main mansion around, it's inhabited by the local chieftain but hospitality rules also make it the home of any friend or foreigner seeking shelter for the night. Though it's a warm and secure place offering sufficient food to fill anyone up, lack of privacy can be a real hinderance for people not accustomed to it. However, there is always some ale to softer any troubled guest and get him enjoy the welcoming banquet.
    Tavern
    2) As northmen villages become towns and festivities can't be sustained anymore by a longhouse alone, villagers need a place to gather informally and talk while drinking. Thus, the tavern offers various beers and basic food used in custom dishes or takeout meals for day laborers. The common room is usually built around the main hearth and give access to the kitchen and a dormitory equiped with straw mattresses. There is also a small stage in a corner where journeying singers and story tellers can amuse the customers and earn the right to stay some days for free.
    Gambling joint
    3) The gambling joint is nothing more than a tavern with permanent entertainment activities like card games, dice throwing or music. However, the usual friendly brawls arn't tolerated here since there are other ways of having fun. The owner can always count on the townwatch to keep an eye on merry guys in exchange of some beer tankards since the bored garrisson often drop by to kill time between two patrols. This place remains a northmen's den in greater cities where costly inns and relays tend to attract foreigners or wealthy people.
    Inn
    4) When settlements grow, the old northmen hospitality rules can't apply in the same way anymore and tired travellers need a decent hosting facility to provide commodities like bathtubs and individual rooms with clean sheets. An inn usually have two to three levels with a cellar in the stone basement where are stored victuals and casks. However, such a family run business can't afford to maintain specific services like stables and horses are just tied under a sloping roof or taken care of by the blacksmith farrier for the night.
    Relay station
    5) Always located near major northmen crossroads, this imposant building has all the high standing facilities and professional crew an inn is lacking. The watched stone porch opens on an enclosed courtyard where can be found a laundry, a bathhouse, stables and even a small forge. All rooms are upstairs and cleaned daily by housemaids while the large kitchen keeps several cooks busy. Such a place proposes refined courses fitting all tastes including a few elven delicacies and many quality liquors from selected dwarven ales to rare Dorwinion wines.


    +
    These are all good, though I don't like the first one. Chieftain?
    your descriptions are very ... descriptive. +rep

  4. #4
    Dazo's Avatar Biarchus
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    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    Quote Originally Posted by evinmulligan View Post
    These are all good, though I don't like the first one. Chieftain?
    your descriptions are very ... descriptive. +rep
    Hello evinmulligan ^^,

    Thx and for the first descr is it only the word chieftain or the longhouse idea ? I made it from the viking longhouse so I thought it would fit. "Local chieftain" can be changed for "village head" or "local lord" .

  5. #5

    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    Quote Originally Posted by Dazo View Post
    Hello evinmulligan ^^,

    Thx and for the first descr is it only the word chieftain or the longhouse idea ? I made it from the viking longhouse so I thought it would fit. "Local chieftain" can be changed for "village head" or "local lord" .
    good idea. I like it.

  6. #6

    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    delete please.

  7. #7
    Coxy's Avatar Miles
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    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    Hi Louis

    Love the update!!!

    Quick question though... I've been picking and choosing which pictures to copy from your update (the ones I like over vanilla basically) but can't find your 'loading screen' the one with the big 'eye'. Where would I find that from your download?

    Thanks again - you've done some great work mate

  8. #8
    MaxMazi's Avatar Back in the game!
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    Icon14 Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    If this is the one you are talking:
    Spoiler Alert, click show to read: 

    the file is called:

    Loading_screen_3.tga
    Proud son of Louis Lux
    My Gallery / My workshop


  9. #9

    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    Quote Originally Posted by maxmazi View Post
    If this is the one you are talking:
    Spoiler Alert, click show to read: 

    the file is called:

    Loading_screen_3.tga
    ... Man would be so nice if that white Tengwar would be away...
    I know I am getting anoying. But it is just so unfiting.

  10. #10
    Coxy's Avatar Miles
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    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    Thanks maxmazi - I didn't realise the screen was a loading screen during the actual games - I thought it was the loading screen right at the beginning of the game when you load it. I now realise that is the 'splash' screen.

    Thanks for the help

  11. #11
    Dazo's Avatar Biarchus
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    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    Hello ^^,

    The last missing descr \o/ :

    Rohan
    Mearas stables
    4) More an inn for horses than mere stables, this is where you can find the descendants of Felarof, the Meara tamed by Eorl, first king of Rohan. This extraordinary breed is the exclusive mount of royalty but they can teach a lot to other horses. Thus, any rohirrim admitted to train here need to be one with his own mount beforehand if he wants to benefit from the lords of horses' wisdom. Cavalry units coming from this unique place are so ferocious they can rout outnumbering foes with a single charge. Furthermore, in close combat, horse and man will watch each other making them a deadly warmachine.

    +

  12. #12
    Citizen
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    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    @Louis
    You forgot me in the creditlist

  13. #13
    Louis Lux's Avatar Into the Light
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    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    Quote Originally Posted by Fereveldir View Post
    @Louis
    You forgot me in the creditlist
    I haven't included your work yet. When I do I'll be sure to include you in the credit list.

  14. #14
    vietnoboy's Avatar Foederatus
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    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    Ah silly me. Enhancement.
    Last edited by vietnoboy; June 13, 2009 at 05:57 AM.

  15. #15

    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    I'm gonna work on Harad and Rhun. I'm gonna remove all Arabic and Islamic references.

    Here's a list of things to change:
    - Descriptions of some buildings (like Shisha bar which references Islam): I'll remove the whole sentence where it's referenced.
    - Name of some buildings (like Dar-al-Imara): I'll translate them to english
    - Name and description of a guild (the Hashashim) and its buildings: I'll use the name of the Harad ambushers (Ashari I think)
    - All names of characters: I'll tweak them a bit so they don't sound arabic anymore.

    Can anyone tell me what files to edit?
    I'll post the edits so you can include them in the mod.

  16. #16

    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    @totalwarpirate
    Did you ask for a list of the files concerning your wanted changes?
    These are in the text folder:
    export_buildings
    export_names

  17. #17

    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    Thanks a lot
    edit: I can't find export_names, it's just names isn't it?
    edit2. Actually it seems to be descr_names in the data folder. But I probably have to change the names in both files, right?
    Last edited by totalwarpirate; June 12, 2009 at 09:17 PM.

  18. #18
    Louis Lux's Avatar Into the Light
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    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    I think you only have to modify the export_building.txt
    names.txt and descr_names concerns only the names of generals, princesses etc.

  19. #19
    axnsan's Avatar Protector Domesticus
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    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    you need to modify descr_names.txt in data folder.
    then you go to text/names.txt and add the name you added/modified in descr_names between {}, and write it again next to it
    for buildings, you go to text/export_buildings.txt
    there you find building names/descriptions for all cultures

    List of cultures


    northern_european - Northmen
    greek -Elven
    southern_european - Dwarven
    middle_eastern - Evil Men
    eastern_european - Orcs
    gondor - Gondor

  20. #20
    vietnoboy's Avatar Foederatus
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    Default Re: Visual Enhancement - 2D pack for TATW 1.1 - UPDATE JUNE 8

    I just encountered an unspecified problem and Im not sure whats the cause of it.
    I am about to destroy Baren dur with Gondor *please excuse my spelling
    But the game refuses to allow me to play that battlefield.
    Any ideas what could be the problem?

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