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New Celtic Buildings


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#1 Jeru

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Posted 03 October 2010 - 10:22 PM

Check out some of the new Celtic buildings, to be included in Alpha II, and their functions:

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1. Broch (Brythonic fortress-class building): Train Brythonic heroes and super unit.
2. Marchanty (Celtic market-class building): Train traders, barter resources; research economic improvements.
3. Celtic Barracks: Train citizen-soldiers; research military improvements.
4,5. Outposts (Scout Tower-class buildings): Scout the lay of the land; garrison units inside for an attack and vision bonus.
6. Tavern (scenario object): +10 population, train female citizens and traders.
7. Celtic Corral: For herding domesticated animals.
8. Kennel (Special Building): Train Celtic war dogs.
9. Farmstead: Gather food within its aura; research food gathering improvements.
10. Mill: Mine and Lumber within its aura.
11. Hermit's Hut (scenario object): +5 population.

These are just some of the goodies included in the next alpha, along with victory conditions, formations, a revamped in-game GUI and more!

Edited by Jeru, 03 October 2010 - 10:23 PM.

Aviv Sharon [ aka Jeru ]

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#2 Dain

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Posted 04 October 2010 - 05:20 AM

love this :D

#3 qubodup

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Posted 04 October 2010 - 05:37 AM

Oh so pretty!

#4 AuroN2

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Posted 04 October 2010 - 05:39 AM

Oh Goodie! Looking shweet my friends! Though some of the buildings we already had! (in atlas, course.)

#5 Shield Bearer

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Posted 04 October 2010 - 06:12 AM

yes, some buildings are using the same model. but there have been some minor changes that have a major effect on the look, decals for example.
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#6 Mythos_Ruler

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Posted 04 October 2010 - 07:56 AM

yeah, a couple of them are old models, but spruced up quite a bit with (player color) shields, heads on a pole, swords, and stuff like that. :victory:
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#7 fabio

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Posted 04 October 2010 - 09:07 AM

Cool! The 'Celtics Buildings' map should have the endless game mode, however, otherwise the game instantly ends.

#8 Mythos_Ruler

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Posted 04 October 2010 - 09:30 AM

You can choose to continue. Plus I added some Player 2 Spartans you can go and smite with your Celtic horde.
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#9 Pureon

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Posted 04 October 2010 - 09:31 AM

Love these - great work guys!

#10 SMST

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Posted 04 October 2010 - 09:32 AM

I have to say, the current civic centre for the Celts is too small compared to the new buildings, or is this also subject to change?

#11 Shield Bearer

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Posted 04 October 2010 - 09:37 AM

thats next in line :victory:
Amish Coelho [aka Shield Bearer aka gAMeboy]
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#12 fabio

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Posted 04 October 2010 - 09:57 AM

@Mythos_Ruler: nice, I found the Spartan and killed them :)

#13 chess007_phoenix_clan

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Posted 04 October 2010 - 02:42 PM

Great update! Keep up the good work!

#14 SMST

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Posted 05 October 2010 - 03:00 PM

I just had a look on the new Civic Centre for the Celts. Great work!

Was the "round house" style appropriate for "meeting halls" or "thronerooms", though? (which I think are meant to be represented in a Civic Centre) I was under the impression that Celts gathered in long houses. You may prove me wrong, however.

(And even if it is not accurate, don't change it!:D)

#15 Shield Bearer

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Posted 05 October 2010 - 03:17 PM

LOL, we'll have to wait for Michael to answer that. i just do what i'm told (y) it was great making it too :victory: thanks!
Amish Coelho [aka Shield Bearer aka gAMeboy]
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#16 Mythos_Ruler

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Posted 05 October 2010 - 07:48 PM

My original idea was to make it a giant hall or longhouse like you suggested, until someone complained that we don't have enough round buildings for the Celts.
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#17 SMST

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Posted 05 October 2010 - 09:36 PM

Okay, it looks fine nontheless.

#18 omicron1

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Posted 06 October 2010 - 07:56 PM

Here's a thought for y'all...

As well as the attached-to-buildings beautification objects, why not have some that spawn around buildings based on a pseudointelligent algorithm to create the feeling so common in promotional screenshots and so lacking in gameplay ones of a functional town?

Things like, say, a fence around houses at the edge of a village facing away from other buildings... a little dirt trail between a house and an adjoining work building... a bush between a house and an adjoining warehouse or other industrial facade... basically, just spread out the detail objects over time.

#19 narayanasparta

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Posted 07 October 2010 - 07:48 AM

What 3D modeling software has been used to create them (like Blender, 3DSMax, Maya, etc) ?

May I also ask what renderer has been used for rendering textures?

#20 Shield Bearer

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Posted 07 October 2010 - 09:25 AM

Thats a good idea, omicron1. something we should think abt. anyway sorry abt that lion, we still can't figure out how to get it to work. I'll ask Philip soon.

@narayana: I use Blender, so the new models were made in Blender and exported through Max, becoz something seems to be wrong with the collada exporter on Blender.

As for the renderer, i thinks its our own renderer which we built from scrap. don't know much abt it though so i'll let Philip answer that.




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