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Re: Research & Conquer

PostPosted: Fri Feb 10, 2012 3:40 am
by natty dread
koontz1973 wrote:The river is easy to do, select, shrink by 1 and darken, repeat.


Why would you ever make a simple thing that complicated... :-s

How about: shrink by X, feather by (X*2), darken selection.

Re: Research & Conquer

PostPosted: Fri Feb 10, 2012 4:39 am
by Gillipig
Make it a lava river, give it that mordor feel :)!

Re: Research & Conquer

PostPosted: Fri Feb 10, 2012 5:00 am
by natty dread
Ok, here's my suggestion for the land area texture. The colour may look better a bit less saturated, but otherwise I think something like this would work.

Click image to enlarge.
image

Re: Research & Conquer

PostPosted: Fri Feb 10, 2012 5:38 am
by koontz1973
natty dread wrote:
koontz1973 wrote:The river is easy to do, select, shrink by 1 and darken, repeat.


Why would you ever make a simple thing that complicated... :-s

How about: shrink by X, feather by (X*2), darken selection.

Because your way is good for a river that has an even width. This river does not. i bulges in places so naturally they would be darker still.

But a good idea for the land though. That should give it some nice natural features but remember to run the rivers around the hilly areas though.

Re: Research & Conquer

PostPosted: Fri Feb 10, 2012 7:53 am
by natty dread
koontz1973 wrote:Because your way is good for a river that has an even width.


Bs. My way would be identical to the way you suggested. Think about it for a while...

Re: Research & Conquer

PostPosted: Sat Feb 11, 2012 4:05 pm
by -=- Tanarri -=-
natty dread wrote:Ok, here's my suggestion for the land area texture. The colour may look better a bit less saturated, but otherwise I think something like this would work.


I think something like this image would work well for the land area to give it some texture. I tried a while back to find something similar but that's the best one I've seen yet.

I've been trying to keep up with the thread so that I can post my thoughts, but my time's been pretty limited lately. I'm still very much looking forward to seeing this map in play. I do like a number of the suggestions that have been made for graphical enhancements, including the clasps for pipes and some updates for the river.

I'm not sure if Oliver got the notes that I left before the vacation on the XML, but if not, someone should make sure that someone goes back a few pages and gets them, since I seem to recall there being a major point or two that I listed that should be fixed.

Keep up the great work TaCKtiX! :)

Re: Research & Conquer

PostPosted: Sat Feb 11, 2012 4:08 pm
by natty dread
-=- Tanarri -=- wrote:I think something like this image would work well for the land area to give it some texture. I tried a while back to find something similar but that's the best one I've seen yet.


Well, thanks. :)

Re: Research & Conquer

PostPosted: Tue Feb 14, 2012 7:44 pm
by TaCktiX
I've done a lot of thinking about this map and my ability to do the necessary improvements over the past several days. I can't do it. My drive to do anything in Photoshop or on this site is essentially negative at this point. I go to work every day and get paid to do that, and I enjoy it. I do not get paid anything to be on this site and I'm not enjoying it at this point. So I am terminating my involvement with Research & Conquer at this point.

However, I still want to see the map reach play one day for the simple fact that Oliver had a great idea and it's one that deserves to see the light of day. I have given Industrial Helix the link to all of my source PSDs. Whoever is willing to take it forward can contact him for them.

As for me, I'm done. Once my final game on CC is concluded, I will not be logging back in. I wish I could say it was fun, but the past year has been anything but.

Re: Research & Conquer

PostPosted: Tue Feb 14, 2012 7:46 pm
by natty dread
Well, it's a shame to hear that. I hope you get your drive and passion for CC back some day...

Re: Research & Conquer [Development Suspended]

PostPosted: Tue Feb 14, 2012 11:30 pm
by isaiah40
I have now stolen these files, and I am now in charge!!! Muhahahahahahaha!!!! :twisted:

Re: Research & Conquer [Development Suspended]

PostPosted: Wed Feb 15, 2012 3:14 am
by isaiah40
Here is V17!

Changes:
- tweaked the pipes a little
- Added in bends and 'T' 's to the pipes

Click image to enlarge.
image

Re: Research & Conquer [13 Feb 2012] V17 pg82

PostPosted: Wed Feb 15, 2012 3:51 am
by natty dread
You know, I think it might be better to start over with entirely new graphics... If Tacktix isn't working on this anymore.

Re: Research & Conquer [13 Feb 2012] V17 pg82

PostPosted: Wed Feb 15, 2012 8:25 am
by DiM
natty dread wrote:You know, I think it might be better to start over with entirely new graphics... If Tacktix isn't working on this anymore.


i agree. you can keep the layout as it seems pretty well ironed out but i think starting over might actually be easier than fixing bits and pieces.
if you go for the fixing route in the end you might work more and achieve less.

Re: Research & Conquer [13 Feb 2012] V17 pg82

PostPosted: Wed Feb 15, 2012 8:40 am
by natty dread
That, and also it's hard to take over the graphics someone else has made, if there's more than just minor changes to do - it easily ends up looking like a mish-mash of clashing styles...

Re: Research & Conquer [13 Feb 2012] V17 pg82

PostPosted: Wed Feb 15, 2012 10:32 am
by isaiah40
So what do others say? Start from scratch or continue with this one?? I'm okay with it either way.

Re: Research & Conquer [13 Feb 2012] V17 pg82

PostPosted: Wed Feb 15, 2012 10:55 am
by natty dread
Here's a stylistic suggestion to you - it may seem like an odd image to take inspiration from, but whatever:

Image

Re: Research & Conquer [2 Aug 2011] (Version 12 in P1 & P72)

PostPosted: Wed Feb 15, 2012 11:30 am
by DiM
or.
show: old post

Re: Research & Conquer [13 Feb 2012] V17 pg82

PostPosted: Wed Feb 15, 2012 1:09 pm
by ender516
isaiah40 wrote:So what do others say? Start from scratch or continue with this one?? I'm okay with it either way.

Well, if you are okay with it either way (not that there's anything wrong with that ;) ) why not slap together a new look without making it your life's work? Throw it on here for a few quick yeas or nays, and if it doesn't catch fire, you still have all the old files to go forward with. I suspect almost anything new would be well received, just on the basis of novelty.

Re: Research & Conquer

PostPosted: Thu Feb 16, 2012 3:22 am
by -=- Tanarri -=-
TaCktiX wrote:I've done a lot of thinking about this map and my ability to do the necessary improvements over the past several days. I can't do it. My drive to do anything in Photoshop or on this site is essentially negative at this point. I go to work every day and get paid to do that, and I enjoy it. I do not get paid anything to be on this site and I'm not enjoying it at this point. So I am terminating my involvement with Research & Conquer at this point.

However, I still want to see the map reach play one day for the simple fact that Oliver had a great idea and it's one that deserves to see the light of day. I have given Industrial Helix the link to all of my source PSDs. Whoever is willing to take it forward can contact him for them.

As for me, I'm done. Once my final game on CC is concluded, I will not be logging back in. I wish I could say it was fun, but the past year has been anything but.


I'm sorry to see you leave, TaCKtiX, and I do hope that you will return at some point to enjoy all of the hard work that you've put into the map. Thank you for all the work you've put into the map over the last two years, it's very much appreciated.

Re: Research & Conquer

PostPosted: Thu Feb 16, 2012 1:05 pm
by ender516
-=- Tanarri -=- wrote:
TaCktiX wrote:I've done a lot of thinking about this map and my ability to do the necessary improvements over the past several days. I can't do it. My drive to do anything in Photoshop or on this site is essentially negative at this point. I go to work every day and get paid to do that, and I enjoy it. I do not get paid anything to be on this site and I'm not enjoying it at this point. So I am terminating my involvement with Research & Conquer at this point.

However, I still want to see the map reach play one day for the simple fact that Oliver had a great idea and it's one that deserves to see the light of day. I have given Industrial Helix the link to all of my source PSDs. Whoever is willing to take it forward can contact him for them.

As for me, I'm done. Once my final game on CC is concluded, I will not be logging back in. I wish I could say it was fun, but the past year has been anything but.


I'm sorry to see you leave, TaCKtiX, and I do hope that you will return at some point to enjoy all of the hard work that you've put into the map. Thank you for all the work you've put into the map over the last two years, it's very much appreciated.

I just noticed that I failed to express my regrets over the departure of TaCktiX. Tanarri has said it very well.

I suspect that I let this slip initially as I was in a mood which came too close to agreeing with TaCktiX. I am not at the point of packing it all in here at CC, but it does seem more of a chore sometimes that it has in the past.

Re: Research & Conquer [13 Feb 2012] V17 pg82

PostPosted: Fri Feb 17, 2012 2:46 am
by -=- Tanarri -=-
Just to comment on the start over vs. use TaCKtiX's design, I think that it depends on how much everyone feels would need to be done to the map to make the majority happy with it. If there's a fair bit left to do, then perhaps as someone mentioned it would be better to start from scratch rather than risk clashing of styles. I personally like TaCKtiX's version and think with a few tweak it would be good for a graphics stamp. That being said, I'm always interested to seeing other designs, suggestions, etc. as well.

Re: Research & Conquer [13 Feb 2012] V17 pg82

PostPosted: Sat Feb 18, 2012 2:15 am
by RedBaron0
Bit more steampunk would be most ideal. But whatever you think, but yeah total revamp in your own hand isaiah .

I can't blame ya Tack, good luck, and thank you.

Re: Research & Conquer [13 Feb 2012] V17 pg82

PostPosted: Wed Feb 22, 2012 5:18 pm
by thenobodies80
Temporarily on [Vacation] as requested by Isaiah40. Give him some time to read throught the pages and see what needs to be done.

Isaiah let me know when you want this one moved back! ;)

Nobodies

Re: [Vacation - valid untill Aug 2012] - Research & Conquer

PostPosted: Wed Feb 22, 2012 7:27 pm
by -=- Tanarri -=-
I look forward to seeing this get back on track whenever Isaiah finishes getting through the messages in the thread.

Since this is going on vacation and there's been 4-5 pages of stuff since I posted this last, the following are some notes for Oliver regarding the XML that should be fixed. I'm not sure if he got them the first time around and I want to make sure they don't get lost and cause problems later on down the road when this gets to beta :)

----------------

- The mines need to have all 40 included in the code, since it's possible to have 40 mines and not own 75% of the board

- Override tags should be included within the 'Mines with Mining' continents to override the 'Mines' continents so that it shows in BOB cleaner. Likewise, Deep Mining continents should include 'Mines with Mining' continents as requirements and override them as well, providing the full +4 per mine bonus instead of stacking two +2 bonuses. This would add a bit of bulk to the XML so I think it's an optional touch for the time being, but should be added after the XML update if nothing else.

- Zeppelin Strikes need to be renamed to Sabotage

- The borders on the tech territories should be removed except for the basic techs which need to attack their advanced techs. This needs to be fixed to prevent forting from occuring from the techs back to the laboratory. This is especially important for TSFs and Doomsday, as those autodeploys shouldn't be able to be used to directly research techs.

Re: [Vacation - valid untill Aug 2012] - Research & Conquer

PostPosted: Tue Mar 20, 2012 10:38 pm
by isaiah40
Here's what I have come up with so far.
Ignore the mountains, they have a long way to go as they look like plastic pieces of poop.
1 - Enlarged the map.
2. Added dials/selector knobs and gauges
3. Removed the pipes
4. Added in the directional "SW" and such in each gauge and around each dial/selector knob
5. Added a forest to the playable area
6. Placed the playable area into a TV like screen thingy.
7. Redrew all the territories to make everything fit better and for clarity.

To do:
1. Add back in the instructions
2. Redo the mountains
3. Add in if there is room an inspection window (view of gears, tubes, wires etc.)

Click image to enlarge.
image