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  1. #1

    Default dwarven buildings in 1.2

    Why do you don't change the drawen buildings? The vanilla buildings look so ugly for them.

    In my opinion it would be wonderful if the mountain regions had only mine buildings, such as "Great hall" , "meeting hall" , ... , while the regions in the flat lands could have some kind of protectorate status with farming and trading buildings.

    Well, it doesn't have to be exactly like this, but in my opinion this is a very sad mistake, while most of the rest of this mod is almost perfect.

    Is somebody working on drawen buildings? Why do the team of tatw doesn't change them, although they changed also the rohan buildings?

    Isildor

  2. #2

    Default Re: drawen buildings in 1.2

    because it's time-consuming. But I'm sure Dwarven buildings are on their list

  3. #3

    Default Re: drawen buildings in 1.2

    But they had enough time to make new buildings for all other sites included rohan, for which the old buildings also looked ok. (well the vanilla buildings are of course nothing compared with this new wonderful buildings, but the drawen buildings annoy more, don't they?)

  4. #4
    Beregond's Avatar TWC boomer
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    Default Re: drawen buildings in 1.2

    Louis Lux will be making dwarven buildings!
    I believe they'd be great!!

  5. #5

    Default Re: drawen buildings in 1.2

    This are wonderful news and that I hoped to hear when starting this tread. Thank you

  6. #6
    Louis Lux's Avatar Into the Light
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    Default Re: drawen buildings in 1.2

    Is somebody working on drawen buildings?

    I'm currently working on Dwarven buildings, I started with Northmen (Rohan, Eriador, Dale) because they were easier and I was new to making building icons.
    I can assure you that they'll be even better than Northmen's.

    Why do the team of tatw doesn't change them, although they changed also the rohan buildings?

    Building icons take a long time to make, and medieval II has a lot of them, making a different set for each culture is a considerable workload. My plan was to make 20 building icons for Northmen culture and 20 for Dwarves but KK suggested I finish Northmen buildings so they would have a more unified look. Also keep in mind that I made the unique buildings icons which took me a full week to complete.
    Last edited by Louis Lux; August 05, 2009 at 07:22 AM.

  7. #7

    Default Re: drawen buildings in 1.2

    ah! ah! guys are pretty anxious to live in a new complete world

  8. #8

    Default Re: drawen buildings in 1.2

    I'm currently working on Dwarven buildings, I started with Northmen (Rohan, Eriador, Dale) because they were easier and I was new to making building icons.
    I can assure you that they'll be even better than Northmen's.
    Your building icons are really, really good. In my opinion the best ever used in a mod. I'm a big fan of the wonderful buildings.

    Will you also make totally new buildings like:

    - meeting hall -> big hall -> great hall
    - several mining complexe (gold, silver, mithril, iron)
    - several other halls (to bunker food, living, weapon)

    ...


    Will the cities in the mountains look like mines (like the lonely mountain) and have mine buildings?


    What will you do with the cities flat land? Will they maby be something like a protectorate delivering food for the mines?


    Isildor

  9. #9
    2-D Ron's Avatar Campidoctor
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    Default Re: drawen buildings in 1.2

    Mountain Cities should have less of a growth by farming and instead have buildings like Hunter/Gatherer tents or have an Food Export path.. But still have low growth.. But the income brought in by Mining should compensate for that.

  10. #10
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    Default Re: drawen buildings in 1.2

    Are we talking about dwarven or about drawn buldings here?

  11. #11

    Default Re: drawen buildings in 1.2

    One drawn building, per request.


  12. #12

    Default Re: drawen buildings in 1.2

    But in my opinion the mine cities in the mountains schould have the same groth then other cities. In the hobit tolkien write that the drawen cities had no proplems with food because the other regions bring them food because of the money the drawes paid, or their military power.

    Therefore "land cities" should only be some kind of farming cities. But this farms should not let this cities groth. This would show that the food from these farms is delivered to mines of the drawes.

    So the drawes should have a system which is a little bit like in EB1:
    - All cities near mountains should be "mine cities" for the drawes. There they should recrute their best (or maby all) units. This cities should hav the most income.
    - All cities in the flat land should be "farming cities". They should have a status of some kind of protectorat. So the drawes could only build there the fundamental buildings, like streets, farms, and some simple buildings. This cities should have a low groth and income.


    Do you like the idea?

  13. #13
    2-D Ron's Avatar Campidoctor
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    Default Re: drawen buildings in 1.2

    Quote Originally Posted by Isildor View Post
    But in my opinion the mine cities in the mountains schould have the same groth then other cities. In the hobit tolkien write that the drawen cities had no proplems with food because the other regions bring them food because of the money the drawes paid, or their military power.

    Therefore "land cities" should only be some kind of farming cities. But this farms should not let this cities groth. This would show that the food from these farms is delivered to mines of the drawes.

    So the drawes should have a system which is a little bit like in EB1:
    - All cities near mountains should be "mine cities" for the drawes. There they should recrute their best (or maby all) units. This cities should hav the most income.
    - All cities in the flat land should be "farming cities". They should have a status of some kind of protectorat. So the drawes could only build there the fundamental buildings, like streets, farms, and some simple buildings. This cities should have a low groth and income.


    Do you like the idea?
    That's why I think we should replace the Farming Buildings on the Campaign Map with Special Trade routes that'll act the same way as Farms, perhaps a little less effective.
    But for the lesser growth it should be replaced with an abundantly high Income through Mining Trade.

    Not only that Kazad Dum should be the only place, which I think it is to recruit them new special Dwarven Units of Khazad Dum, they should be Hard to recruit, a low recruitment pool but their Mithril Armour should make them the best defensive Unit in the game with a powerful attack.

  14. #14
    Louis Lux's Avatar Into the Light
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    Default Re: drawen buildings in 1.2

    Quote Originally Posted by Fereveldir View Post
    Are we talking about dwarven or about drawn buldings here?
    A little bit of both, his question concerns Dwarven building icons.

    @Isildor the current medieval II buildings layout will be maintained, just the icons that will be different. I think your idea is similar to the one discussed in this thread http://www.twcenter.net/forums/showthread.php?t=263756
    And that concerns gameplay which is up to KK.

  15. #15

    Default Re: drawen buildings in 1.2

    Not to mention the "Iconer's studio" (etc) that are still in the game.

  16. #16
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    Default Re: drawen buildings in 1.2

    Quote Originally Posted by Louis Lux View Post
    A little bit of both, his question concerns Dwarven building icons.
    I was unsure because most of the building icons actually look drawn.

  17. #17
    Louis Lux's Avatar Into the Light
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    Default Re: drawen buildings in 1.2

    Quote Originally Posted by Fereveldir View Post
    I was unsure because most of the building icons actually look drawn.
    Medieval II is kind of a mix between 3D and 2D I think, The ones used in the mod including mine are actually edited 3D models.

  18. #18
    Louis Lux's Avatar Into the Light
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    Default Re: drawen buildings in 1.2

    Just a small update on this topic, this is the first batch I made. People can check the progress on dwarven building icons in the Visual Enhancement thread (link in my sig).

    Barracks
    Spoiler Alert, click show to read: 

    Miners Hall

    Miners are the base of all dwarven communities, they are the ones that make the dwarven culture rich and powerful. In case they have to defend their mines they are very handy with their mattocks. Any half-respected dwarven town has its own Miners hall, they accommodate miners during their break from work and also those travelling on business in settlemets without mines.

    Weapon Host

    In this building weapons are not just stored but if a young dwarf wants to get his first weapon he must beat the quartermaster with the weapon he has chosen and thus earn it and his manhood. The weapon is then given a special place that depends on from which clan the dwarf is and how skillful a fighter he is so whenever the need arises he can arm himself. Some noble and highly skillful dwarves have up to four weapons stored.

    Challenge Grounds

    Before a settlement or a fort is made, be it under the mountain or in a field a special place is marked. Here warriors young and old can practice their battle skills in friendly fights against each other. Challenge Grounds keep the warriors strong and fit not to mention it gives better fighters.

    Vault Wardens Hall

    Every vault be it full of ale or treasure has its own guard. These are the Vault Wardens, armed with a very long spear with which they keep bandits and everyone or everything that seeks to steal the vault's content. They have their own hall in the barracks and are charged with the task of guarding the valuable weapons and armors stored inside. The small entrance allows the Vault Wardens to battle intruders with ease with their long spears.

    Iron Mansion

    The mansion isn't really made of iron but of grayish stone that resembles it, but its not named Iron Mansion because of its external look but because of the residence that live inside. The Iron Guard resides here, only the most skillful fighter gets to wear their special armor, this is a special honor and inside the Iron Guard endure special training that is known only to them.

  19. #19
    Bela's Avatar Ducenarius
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    Default Re: drawen buildings in 1.2

    Quote Originally Posted by Louis Lux View Post
    Just a small update on this topic, this is the first batch I made. People can check the progress on dwarven building icons in the Visual Enhancement thread (link in my sig).

    Barracks
    Spoiler Alert, click show to read: 

    Miners Hall

    Miners are the base of all dwarven communities, they are the ones that make the dwarven culture rich and powerful. In case they have to defend their mines they are very handy with their mattocks. Any half-respected dwarven town has its own Miners hall, they accommodate miners during their break from work and also those travelling on business in settlemets without mines.

    Weapon Host

    In this building weapons are not just stored but if a young dwarf wants to get his first weapon he must beat the quartermaster with the weapon he has chosen and thus earn it and his manhood. The weapon is then given a special place that depends on from which clan the dwarf is and how skillful a fighter he is so whenever the need arises he can arm himself. Some noble and highly skillful dwarves have up to four weapons stored.

    Challenge Grounds

    Before a settlement or a fort is made, be it under the mountain or in a field a special place is marked. Here warriors young and old can practice their battle skills in friendly fights against each other. Challenge Grounds keep the warriors strong and fit not to mention it gives better fighters.

    Vault Wardens Hall

    Every vault be it full of ale or treasure has its own guard. These are the Vault Wardens, armed with a very long spear with which they keep bandits and everyone or everything that seeks to steal the vault's content. They have their own hall in the barracks and are charged with the task of guarding the valuable weapons and armors stored inside. The small entrance allows the Vault Wardens to battle intruders with ease with their long spears.

    Iron Mansion

    The mansion isn't really made of iron but of grayish stone that resembles it, but its not named Iron Mansion because of its external look but because of the residence that live inside. The Iron Guard resides here, only the most skillful fighter gets to wear their special armor, this is a special honor and inside the Iron Guard endure special training that is known only to them.
    That is something I was missing from the game! Looks great! You've made a really good job (for my favourite faction!)
    "No Rest until the Blood of Greenskins flows like Dark Ale upon the Earth!"

    +++ Josef Bugman +++




  20. #20
    Yarrum's Avatar Ducenarius
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    Default Re: drawen buildings in 1.2

    Very nice, very nice... Do I see a touch of the Rhovanion Alliance here?

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