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Wonders, Special Buildings, and Special Projects


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#221 Lion.Kanzen

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Posted 19 May 2013 - 03:34 PM

Can be a wonder for Seleucids.

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#222 sanderd17

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Posted 20 May 2013 - 09:51 AM

What's the current plan for wonders, game-play wise?

Currently, you can just build them, but they don't do anything, right?

Edited by sanderd17, 20 May 2013 - 09:52 AM.


#223 McAllisterw

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Posted 20 May 2013 - 11:08 AM

The colossus of Rhodes, from looking at the references posted on here, almost certainly didn't have his legs astride the entrance to the harbour... I think the best realistic representation of it, would just to be an impressively large statue.

#224 Lion.Kanzen

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Posted 20 May 2013 - 01:27 PM

With Wonder gameplay we must wait when team design new game modes or victory conditions.

With colossus if we make realistic, are too big to put in a real map.

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#225 McAllisterw

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Posted 20 May 2013 - 04:13 PM

Most of the wonders weren't that big, remember the Great Pyramid was both the tallest and overall largest of them all and this is included as a 3D model... I think I saw the hanging gardens of Babylon in there too. Historic writers tended to overemphasise how large these things were, and even when they gave dimensions, there was no standardised unit of measurement in the ancient world and many of the units they used, the true lengths are no longer known.

As far as I'm aware, the Collosus of Rhodes would have been the largest statue anyone in the Eastern Med would have seen, but was still probably far smaller than today's Statue of Liberty.

#226 sanderd17

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Posted 20 May 2013 - 08:57 PM

View PostMcAllisterw, on 20 May 2013 - 04:13 PM, said:

Most of the wonders weren't that big, remember the Great Pyramid was both the tallest and overall largest of them all and this is included as a 3D model... I think I saw the hanging gardens of Babylon in there too. Historic writers tended to overemphasise how large these things were, and even when they gave dimensions, there was no standardised unit of measurement in the ancient world and many of the units they used, the true lengths are no longer known.

As far as I'm aware, the Collosus of Rhodes would have been the largest statue anyone in the Eastern Med would have seen, but was still probably far smaller than today's Statue of Liberty.

Real dimensions aren't that important. If everything was modelled to scale, the infantry units would be so small that it would be hard to select them. So in general, buildings are a bit under-sized.

It's more important that a model looks correctly scaled on its own. And that players do get the perception that something is a wonder.

#227 oshron

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Posted 20 May 2013 - 10:43 PM

rescaling the historic wonders to game proportions is an acceptable break from reality ;)

personally, i think there should be a standard maximum width (in all directions, e.g., the base of a Wonder should be a perfect square rather than a rectangle or a circle) and a standard maximum height, with Wonders to scale with their historical counterparts (if that can be determined; as mentioned before, some units of measurement that were used to describe them are not only no longer used, but the dimensions of such aren't known either). so, for example, in-game the standard height of a wonder could be a 100 feet (that's 30 meters for our non-American members ;)) with a 50x50 ft (30x30 m) base. the Wonders would proportionately be as close to their historical counterparts as possible even if they're a little off-scale, either larger or smaller
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#228 Lion.Kanzen

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Posted 21 May 2013 - 05:08 AM

but with colossus the ships navigates between colossus's legs

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#229 oshron

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Posted 21 May 2013 - 07:24 AM

that doesn't work very well for functionality, though. maybe there can be two editor-only eye candy buildings simulating two halves of the Colossus, one left side and one right side, which are to scale with the actual Colossus and can be placed on opposite sides of a pathway/waterway. in this way, the complete Colossus can still appear in the game in its original incarnation without obstructing any other units (the obstruction tiles would only be around the feet while the rest of the Colossus extends to the sides.

but seriously, do you want to have your units sailing under some giant bronze guy's junk?
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for gameplay, it would be much easier to have the Colossus positioned more like this:
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see? grand, majestic, powerful. THAT'S something i'd want to build in my empire to signify the defeat of an invasion. build him right next to the shore and he looks out, taunting my enemies on the next island over. he's all like "What'cha gonna do about it, a**hole? I've got a hundred catapults guardin' this harbor! :yu: "

Edited by oshron, 21 May 2013 - 07:24 AM.

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#230 Lion.Kanzen

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Posted 21 May 2013 - 03:06 PM

that is the point, i like that last that Historical, may be with Helios aura lights in his head Posted Image

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#231 sanderd17

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Posted 21 May 2013 - 08:17 PM

View Postoshron, on 21 May 2013 - 07:24 AM, said:

that doesn't work very well for functionality, though. maybe there can be two editor-only eye candy buildings simulating two halves of the Colossus, one left side and one right side, which are to scale with the actual Colossus and can be placed on opposite sides of a pathway/waterway. in this way, the complete Colossus can still appear in the game in its original incarnation without obstructing any other units (the obstruction tiles would only be around the feet while the rest of the Colossus extends to the sides.


On the other hand, a gate is a single model with a passable hole. So if you just leave out the animation and the controls, it should be possible. I don't know how though.

#232 McAllisterw

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Posted 21 May 2013 - 08:51 PM

Was gonna say, I'm fairly certain (or rather not me, historians are fairly certain) that the Collosus didn't actually straddle the harbour.

I like how the illustration Oshron posted seems to suggest that rather than settle with a single Collosus, ancient Rhodes was more of a collosus factory.

Edited by McAllisterw, 21 May 2013 - 08:54 PM.


#233 oshron

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Posted 21 May 2013 - 09:00 PM

View Postsanderd17, on 21 May 2013 - 08:17 PM, said:

On the other hand, a gate is a single model with a passable hole. So if you just leave out the animation and the controls, it should be possible. I don't know how though.
fair point. though the Colossus straddled the entrance to a harbor, so would such a gate even be possible gameplay wise? the idea with the two separate parts positioned together is such that it can technically be placed anywhere, over pathways OR waterways, without blocking the passage at all

incidentally, an idea just occurred to me: perhaps there could also be an aesthetics-only building showing the Colossus in a ruined state, as the historical Colossus was knocked over in an earthquake less than a hundred years after it was built and its ruins were visited by the people of the time in the same way that the Parthenon is visited today. this would be useful not only for a historical context but also for designing fictional settings. imagine a group of named characters are traveling through the desert and they pass by a ruined Colossus. it has no other bearing on the story, just a sign of a long extinct civilization that used to live in the desert, teh last remaining sign that they ever existed

though including a Colossus Gate would be another cool addition, again for situation use. it could perhaps be perched on a taller-and-thicker-than-normal gate.

View PostLion.Kanzen, on 21 May 2013 - 03:06 PM, said:

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is this a current model for the game, or is it from something else? it looks like one of the earlier AOE games
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#234 Lion.Kanzen

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Posted 21 May 2013 - 09:53 PM

oshron, on 21 May 2013 - 09:00 PM, said:

..

nop is rise of nations but is not bad model, is very similar if we can do something mixed Liberty Statue (Tourch, pose and rays in her Head ) and That Version can be Similar

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