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Old June 17, 2003, 12:51   #61
Civ Pi(3.14)Fan
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yeah, how do you face a nearly inpregnable wall?
just go around it
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Old June 18, 2003, 08:58   #62
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Quote:
Originally posted by Civ Pi(3.14)Fan
yeah, how do you face a nearly inpregnable wall?
just go around it
hi ,

thats what the germans did with the belgian fort of eben emael , from that day on the classical military fort became obsolete and special forces where born , .....

aldo dont cry hurray to early , look at libiya's borders , look at Israels borders etc , ...... huge electrical chain fences with mine fields , auto sentry guns , etc , ....

that still packs a punch

have a nice day
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Old June 18, 2003, 13:04   #63
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I think that considering RoN's scaling, walls aren't a good idea. The great wall of China, and to a lesser extent, Hadrian's wall, are huge wonders of construction. If you were to build walls in RoN, every wall would be comparable to those when you consider that you are walling in several cities etc.
Walls are already represented in town hitpoints, and in castles. At most, single cities, or the important buildings, would be enclosed with walls in medieval Europe or elsewhere, not huge swaths of territory.
Concerning modern times, even heavy fortifications like in Korea or Israel are really only tripwires intended to give the enemy a rough time, but never to completly stop a determined enemy dead in their tracks. Such defences could be well represted in the game with a handful of towers and some machine gunners and bazookas entrenched by a general.
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Old June 18, 2003, 13:52   #64
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Talkin about walls if you were to add them, you could modify a building type for it. Is it possible to add a new building type in RON?


Snoopy, let us know if you need help or what we could do for you to get this civ mod going?
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Old June 18, 2003, 14:22   #65
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back to the mod itself, Sn00py, are the scales in the xml files? I wanted to do a little bit fo scaling myself for a second world war scenario, basically to make units and their ranges (and posibly even their speeds) half of the norm so as to fit all of europe on a big huge map without crowding everything up with buildings and the like.
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Old June 18, 2003, 16:58   #66
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Sn00py it looks great!!! How long will it take you to make?
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Old June 19, 2003, 18:58   #67
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Sn00py

How did you changed the units size?



Edit: Never mind, i know how to this now

Last edited by Kindred Legion; June 20, 2003 at 13:16.
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Old June 19, 2003, 19:22   #68
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/me bows down to the master.
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Old June 21, 2003, 12:37   #69
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Keep the nukes mushroom cloud the size they are now.

Nukes are big. And kill lots of people.
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Old June 21, 2003, 21:09   #70
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Hey, just curious, my only concern about a mod of this scale and the increase pop size is, FPs.... I got a relatively slow comp

1.3 ghz,
e-GeForce4 mx 440
512 mb sddram
and already I get only 30 fps max doing nothing and in thick battle I've gone down to 2 (that was a extreme though)

Also, when is the expected release date for a mod switcher?
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Old June 22, 2003, 05:41   #71
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i vote no 2 walls
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Old June 22, 2003, 09:28   #72
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wallscould be good - electrified barbed wire would be good for keeping those super commandos in information ago off one's wonders and mindfields are a good idea - bottom line walls are good but shouldn't be some cheep structure that just holds enemys back unit they nock it down and that you build half way accross the map like in many games

the unit spacing problems might be able to be fixed with unit spacing this in rules.xml (think unit formation spacing is the first thing after header) also some spacing stuff in unitrules.xml

as far as reducing size of troops i dn if there are settings for that somewher or if he jsuut reduced size of .tga files in photoshop but thats alot of files and there are also .BHa and .BH3 files which seem to be the ones it uses.........
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Old June 22, 2003, 13:16   #73
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Changing the size of the tga images would not reduce the size of the units because they are merely skin files. Just reducing their size would either cause the game to crash or it would cause the units to display very very strangely in-game.
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Old June 22, 2003, 13:38   #74
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oh ok - never looked at em - have to find the frame files then
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Old June 22, 2003, 20:17   #75
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Walls I think would ruin the game, they would be abused and misused.... Ron already utilizes walls, just not the same way people would like "IE you can't build them etc.... there already pre-built into buildings"
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Old June 22, 2003, 22:23   #76
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If "walls" were not normal RTS walls, but instead areas that slowed down enemy movement (as that really is what walls do in a strategic sense, merely slow the enemy down, not stop them completely), then they would IMO be fine. Barbed wire, minefields, etc. would also fall under this category of "building".
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Old June 23, 2003, 08:49   #77
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Quote:
Originally posted by Fyron
If "walls" were not normal RTS walls, but instead areas that slowed down enemy movement (as that really is what walls do in a strategic sense, merely slow the enemy down, not stop them completely), then they would IMO be fine. Barbed wire, minefields, etc. would also fall under this category of "building".
hi ,

well the best would be , barb wire , minefields and walls , .....

that would be the best

have a nice day
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Old June 23, 2003, 12:46   #78
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When do you plan on releasing this mod?
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Old June 24, 2003, 22:48   #79
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When it gets finished lol

there's still a lot to play around with, still a lot to find out about the xml files, not all I want to do is possible, or I don't know if it is yet.

I'm also busy working on civ3 terrain at the moment, but I would like to come back to RoN one day and have a go at modding it, just don't count on me to do it, if you really want it now, then you should attempt it yourself.
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Old June 25, 2003, 00:17   #80
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Sounds to me like the smartest thing to do would to be to allow an upgrade on buildings to put in walls. Individual upgrade I mean, not one that affects all buildings.

In any case, all you would do is click on the "fortify" button and the building would begin construction to be surrounded by walls. Maybe citizens work on it, maybe not. I dont really know. The walls themselves can change for what age you are in, with Ancient giving palisades, Gunpowder giving stone walls, Industrial giving concrete walls with barbed wire at the top.

So you fortify a building and it gains armor, certainly HP. If possible it would be even cooler to make it necessary to destroy the walls first to attack the inner building. Artillery, however, could skip right over the walls and gun the building within instead (i never liked the idea of pikemen destroying forts by poking them).

I dont know if this is possible, but it puts in some of both sides begging for realism. You have small amounts of walling, so we dont have the Great Wall of China created in 6 minutes using two citizens, while at the same time you incorporate a system of walling relatively similiar to how it is really done.

Just my two cents.

Oh, and hello forum, my first time on the site.
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Old June 25, 2003, 09:50   #81
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snOOpy if you can add something that looks like houses either around other buildings you build or if possible add a house bui;ding. Just to make cities more of a sprawl instead of a cluster of workshops and libraries...
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Old June 27, 2003, 18:26   #82
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Quote:
Originally posted by Kindred Legion
Sn00py

How did you changed the units size?



Edit: Never mind, i know how to this now

Sn00py how DID you shrink the units?


thanks
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Old June 28, 2003, 08:52   #83
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This seems awesome .Keep the good work up
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Old July 1, 2003, 09:20   #84
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There's the sowing down the game thread that may help. Man, I just wish that everytime you go battle or view the city screen in civ3 it would open a RoN window...
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Old July 1, 2003, 12:32   #85
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Ummm... how do u shrink the units???
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Old July 4, 2003, 19:53   #86
Kivick
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Quote:
Originally posted by E
There's the sowing down the game thread that may help. Man, I just wish that everytime you go battle or view the city screen in civ3 it would open a RoN window...

Now this is an IDEA!! Ive been wanting an in depth turn based strategy game with the eye candy to boot for some time now and I thought RON was gonna be it..


again.. sn00py, come out of the dog house and tell us how you shrank the units, trees etc. =-)

or even kindred legion..
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Old July 6, 2003, 17:47   #87
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Quote:
Originally posted by PTM
By the way, Age advancing should be insanely difficult to do. It shouldn't necessarily cost too much resources but the time on it should be like several hours.
It would be cool if the age advancing also did gradual changes as you advance, such as gradually recieving the benefits and features of the next age while going to the next age. also, it would be cool to be able to save the multiplayer games.
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Old July 10, 2003, 04:22   #88
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To change the unit size, go into data\unit_graphics.xml Each unit will have a line saying scale="x". Just replace those with a smaller scale and the unit will change size. For trees, go into terrain art\tilesets\tilesets.xml and replace the line TREES treescale="x" low_treescale="x" with a smaller number. Remeber that there are a couple of treescale lines in the xml that need to be changed, all similar to the line shown above. If anyone knows how to change the building size please reply. So far i have changed the building_graphics.xml file so that the farmer farms in a smaller area but the growth graphics remain the same. I have also reduced the size of all farm pics to half the size in photoshop. Still nothing. Please help!!

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Old July 15, 2003, 12:24   #89
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I'm really looking forward to this mod. Hope to see it downloadable soon!
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Old July 19, 2003, 12:10   #90
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I am looking forward to it too. I DONT want to play the game over the course of my lunch hour. I want to spend 3 days, staying up till 4am each night. Ugh this is a great game, it just goes by waaayy too quickly for me to play it much.
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