Wonders, Special Buildings, and Special Projects
Started by
Mythos_Ruler
, Jan 11 2012 11:52 AM
233 replies to this topic
#225
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.
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
Posted 20 May 2013 - 08:57 PM
McAllisterw, 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.
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
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
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
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#229
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?

for gameplay, it would be much easier to have the Colossus positioned more like this:

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!
"
but seriously, do you want to have your units sailing under some giant bronze guy's junk?

for gameplay, it would be much easier to have the Colossus positioned more like this:

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!
Edited by oshron, 21 May 2013 - 07:24 AM.
Hey! Check out the plans for my mythology mod on my site! Post input and comments in the discussion thread!
#231
Posted 21 May 2013 - 08:17 PM
oshron, 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
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.
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
Posted 21 May 2013 - 09:00 PM
sanderd17, 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.
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.
Lion.Kanzen, on 21 May 2013 - 03:06 PM, said:

Hey! Check out the plans for my mythology mod on my site! Post input and comments in the discussion thread!
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