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Acumen

WFG Retired
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  1. There may also be some section on the website, that can be accessed only if a certain amount of currency has been reached.

    Possibly exclusive access to media only visible to members? (that is, the full list of eyecandy (images/concepts/screenshots), not just the cream that appear in news posts). Personally I'm hoping that ALL media distributed through the intranet will wind up in the Media section of the new site (but filtered for non-staff).

  2. This thread is to keep track of the Art Animal tasks that needs to be done and who is working on which one. Keep it clean, post only when you are going to start a task and when it has been finished and approved or committed by someone of the team.
    - Do not post suggestions. Create a new topic or use any suggestion thread.
    - Do not post Wips. Create a ===[TASK]=== thread on the Art forum for this matter.
    - Do not post references. Use the relevant task thread.
    - LEGAL WAIVER: Please read this before contributing and abide by it.

    *We can't assure that your models will be used for the final game, and we n 're also looking for a certain quality level, don't get upset if your model doesn't make it into the game, practice is the best way to improve.

    The following google sheet should be edited to reflect the current state : Google Sheet

    Assigned: 

    Missing only animations

    • Gorilla Thread Ticket  Animations
      • presumably western lowland gorilla (Gorilla gorilla gorilla)
    • Indian Cobra (Naja najaThread Ticket -  Animations
    • Hippopotamus (Hippopotamus amphibius- Thread Ticket -  Animations
    • Chukar Partridge (Alectoris chukar) - Thread Ticket - Animations
    • Muskox - Thread - Animations
    • Pig Thread - Animations
    • Cheetah (Acinonyx jubatus- Thread - Animations
    • Oryx - Thread - Animations
      • Arabian Oryx (Oryx leucoryx): Arabian Peninsula
      • Scimitar Oryx (Oryx dammah): North Africa
      • East African oryx (Oryx beisa): Horn of Africa
      • Gemsbok (Oryx gazella): South Africa
    • Golden Eagle (Aquila chrysaetos- Thread Animations

    Missing textures

    • Hen - Textures

    Missing textures and animations

    • Striped Hyena (Hyaena hyaena- Thread - Texture, Animations
    • Mandrill (Mandrillus sphinx) - Thread - Textures, Animations
    • Indian Rhinoceros (Rhinoceros unicornis)Thread Ticket - Reuse White Rhinoceros needs Textures, Model Tweak with 1 horn less.
    • Shark - Thread - Textures, Animations
    • Tuna - Thread - Animations  Done in r23143
    • Brown/Black/Polar Bear (Ursus arctosThread Ticket - Polar Texture, Animations Done in r23542

    Missing models, textures and animations

    • African Sacred Ibis (Threskiornis aethiopicus) - Model, Textures, Animations
    • Albatros - Model, Textures, Animations
    • Bison (Bison bisonModel, Textures, Animations
    • Brown Hare (Lepus europaeus) - Model, Textures, Animations
    • Common Ostrich (Struthio camelus- Model, Textures, Animations
    • Common Pheasant (Phasianus colchicus- Model, Textures, Animations
    • Dalmatian Pelican (Pelecanus crispus- Model, Textures, Animations
    • Duck (Anas platyrhynchos- Model, Textures, Animations
    • Dragon - Model, Textures, Animations
    • Egret - Model, Textures, Animations
    • Eurasian Otter (Lutra lutra) - Model, Textures, Animations
    • Ibex - Thread - Model, Textures, Animations [several species, see https://en.wikipedia.org/wiki/Ibex ]
    • Gharial (Gavialis gangeticusTicket - Model, Textures, Animations
    • Graylag Goose (Anser anser) - Model, Textures, Animations
    • Greater Flamingo (Phoenicopterus roseus) - Model, Textures, Animations
    • Gull - Model, Textures, Animations
    • Helmeted Guineafowl (Numida meleagris- Model, Textures, Animations
    • Leopard (Panthera pardus- Model, Textures, Animations
    • Lion - Model, Textures, Animations
    • Lioness - Model, Textures, Animations
    • Mallard (Anas platyrhynchos- Model, Textures, Animations
    • Mute Swan (Cygnus olor) - Model, Textures, Animations
    • Parrot - Thread Model, Textures, Animations
    • Porpoise - Model, Textures, Animations
    • Rat Model, Textures, Animations
      • Black Rat (Rattus rattus)
      • Brown Rat (Rattus norvegicus)
    • Reindeer (Rangifer tarandus) - Model, Textures, Animations
    • Rhésus Macaque (Macaca mulatta) - Model, Textures, Animations
    • Rock Ptarmigan (Lagopus muta) - Model Textures, Animations
    • Rooster  (Gallus gallus domesticus) - Model, Textures, Animations
      • Seal - Model, Textures, Animations
      • Seagull - Model, Textures, Animations
      • Tortoise - Model, Textures, Animations
      • Turkey (Meleagris gallopavo- Model, Textures, Animations
      • Turtle - Model, Textures, Animations
      • Vulture - Model, Textures, Animations
      • Walrus -  Model, Textures, Animations
      • Water Buffalo (Bubalus bubalisModel, Textures, Animations
      • Wildebeest -  Model, Textures, Animations
      • Wisent (Bison bonasus) Model, Textures, Animations
      • Hamadryas Baboon (Papio hamadryas) - Model, Textures, Animations

         

        If you feel limited by this list, there is a bigger one there

         

        Spoiler

         

         

        FAUNA OBJECTS

        Environmental Objects Workbook

        This listing, though comprehensive, represents the baseline of the kind of objects the Art Department will need to develop. All units listed below are available in the Scenario Editor.

        ==Attribute List:==

        * Availability: The map types in which this animal can be found. For a full list and description of the map types, see Terrain:Map Categories and Types..

        - (by map category name): Available in the specified map type.

        - All: Normally available on all map types.

        - Scenario: Only available through the Scenario Editor or a custom RMS.

        * Nature: The manner in which an animal will deal with player units.

        - Violent: Will actively attack any unit it encounters, even if not threatened.

        - Aggressive: Will attack nearby units if it feels threatened (if they linger within LOS for too long).

        - Defensive: Will attack nearby units if attacked.

        - Passive: Will never attack units.

        - Fearful: Will never attack units. Will typically attempt to flee for short distances when units approach.

        * Hitpoints: The amount of life points that an animal has when it is attacked (if not stated, TBD).

        * Fattening: The animal's Food value increases at the specified rate while it is corralled.

        * Food: The amount of the Food resource that an animal provides when it has been killed (if not stated, TBD).

        * Yield: The quantity of Food delivered to the Food Resource Pool per minute when corralled and attended by a servicer.

        * Capture: The animal may be captured and corralled.

        * Special: Any special traits of the animal.

        Animals are NOT replenished on the map during the course of a game session.

        Units of this type are gaia-controlled; they are not initially controllable by any player unless through some civ specific characteristic.

        All Fauna Objects are animated.

        1. DANGEROUS NONCONSUMABLE ANIMALS (6)

        These animals are a considerable threat to the player, and cannot be hunted for Food, only slain.

        1.1. Crocodile

        * Availability: Savanna, Tropic.

        * Nature: Violent.

        * Hitpoints: 80.

        * Special: Slowly swims, partially submerged, through riverine or swampy shallow water. Can attack hominid units in shallows.

        1.2. Dragon

        * Availability: Scenario.

        * Nature: Violent.

        * Hitpoints: 150.

        * Special: Rare, relatively large mythic creature. Flies and walks. Fire-breathing. Lands and attacks units on land. When in the air, can only be attacked by ranged units.

        1.3. Lion

        * Availability: Mediterranean, Savanna, Desert, Semi-Arid, Tropic.

        * Nature: Aggressive.

        * Hitpoints: 90.

        * Special: No mane. Now largely extinct except for a small population in the Punjab of NW India.

        1.4. Shark

        * Availability: Temperate, Steppe, Mediterranean, Savanna, Desert, Semi-Arid, and Tropic water-maps in 'seas'.

        * Nature: Violent.

        * Hitpoints: 80.

        * Special: Dorsal fin exposed. Slowly migratory in shallow waters. Can attack hominid units in shallows if it happens to encounter them.

        1.5. Tiger

        * Availability: Scenario.

        * Nature: Violent.

        * Hitpoints: 100.

        1.6. Wolf

        * Availability: Alpine, Temperate, Steppe, Mediterranean, Semi-Arid, Polar.

        * Nature: Aggressive.

        * Hitpoints: 90.

        2. DANGEROUS CONSUMABLE ANIMALS (9)

        These animals can be hunted in the wild for Food (see Unit Classes:Attribute List:Abilities:Hunt). They aren't as formidable a threat as Dangerous Animals, but still need to be hunted in groups. They cannot be herded or corraled.

        2.1. African Elephant

        * Availability: Tropic.

        * Nature: Defensive.

        * Hitpoints: 300.

        * Food: 600.

        * Special: Large central and southern.

        2.2. Auroch Bull

        * Availability: Alpine, Temperate, Mediterranean.

        * Nature: Defensive.

        * Hitpoints: 85.

        * Food: 400.

        2.3. Bear

        (colour variation: brown or black)

        * Availability: Alpine, Temperate, Steppe, Mediterranean, Semi-Arid.

        * Nature: Defensive.

        * Hitpoints: 80.

        * Food: 340.

        2.4. Boar

        * Availability: Temperate, Mediterranean, Savanna.

        * Nature: Defensive.

        * Hitpoints: 75

        * Food: 300

        2.5. Buffalo - African

        * Availability: Savanna, Tropic.

        * Nature: Aggressive.

        * Hitpoints: 80.

        * Food: 340.

        2.6. Musk Ox

        * Availability: Scenario.

        * Nature: Defensive.

        * Hitpoints: 75.

        * Food: 300.

        2.7. Polar Bear

        * Availability: Polar.

        * Nature: Aggressive.

        * Hitpoints: 85.

        * Food: 350.

        * Special: Solitary. May occasionally attack and kill a seal if it encounters one.

        2.8. Whale

        * Availability: All water maps in 'sea'.

        * Nature: Defensive.

        * Hitpoints: 200.

        * Food: 1,000.

        * Special: Slowly migrating. May at times enter large watercourses. May be in groups of 1 to 3. A very large consumable if attacked and killed in shallows.

        2.9. Wildebeest

        * Availability: Savanna, Tropic.

        * Nature: Defensive.

        * Hitpoints: 7.

        * Food: 100.

        3. FEARFUL AND PASSIVE CONSUMABLE ANIMALS (9)

        These animals can be hunted in the wild (see Unit Classes:Abilities:Hunt), and are easy one-man kills. They cannot be herded or corraled.

        3.1. Antelope

        * Availability: Steppe, Desert, Semi-Arid, Savanna, Tropic.

        * Nature: Fearful.

        * Hitpoints: 5.

        * Food: 140.

        3.2. Deer

        * Availability: Alpine, Temperate, Mediterranean, Semi-Arid.

        * Nature: Fearful.

        * Hitpoints: 5.

        * Food: 140.

        3.3. Partridge

        * Availability: Savanna, Desert, Semi-Arid.

        * Nature: Fearful.

        * Hitpoints: 3.

        * Food: 25.

        * Special: 'Chukar'. Ground dwelling.

        3.4. Pheasant

        * Availability: Alpine, Temperate, Steppe, Mediterranean.

        * Nature: Fearful.

        * Hitpoints: 3.

        * Food: 25.

        * Special: 'Ring-necked male'. Ground dwelling.

        3.5. Ptarmigan

        *Availability: Polar.

        * Nature: Fearful.

        * Hitpoints: 3.

        * Food: 25.

        * Special: 'Snow' ground dwelling. Very hard to see on snow or ice.

        3.6. Rabbit

        * Availability: Alpine, Temperate, Steppe, Mediterranean, Savanna, Desert,

        Semi-Arid.

        * Nature: Fearful.

        * Hitpoints: 3.

        * Food: 25.

        * Special: Colour variation: white or grey.

        3.7. Reindeer

        * Availability: Polar.

        * Nature: Fearful.

        * Hitpoints: 10.

        * Food: 150.

        * Special: Carabou.

        3.8. Seal

        * Availability: Polar.

        * Nature: Passive.

        * Hitpoints: 7.

        * Food: 100.

        * Special: Basks on beach or ice in small groups. Doesn't swim. Wandering. Solitary. Polar Bears may at times attack and kill one.

        3.9. Walrus

        * Availability: Polar.

        * Nature: Passive.

        * Hitpoints: 10.

        * Food: 150.

        * Special: Basks on beach or ice in small groups. Rare. Doesn't swim.

        4. DOMESTIC ANIMALS (5)

        These animals can be herded and corraled to provide food from milking and husbandry (see Building Hierarchy:Corral). They can also be killed for their Food in an emergency, but their greatest value lies in their yield.

        4.1. Auroch Cow

        * Availability: Alpine, Temperate, Mediterranean, Steppe.

        * Nature: Passive.

        * Hitpoints: 50.

        * Food: 200.

        * Yield: 12.

        * Capture.

        4.2. Chicken

        * Availability: Temperate, Steppe, Mediterranean, Savanna, Desert,

        Semi-Arid, Tropic.

        * Nature: Passive.

        * Hitpoints: 5.

        * Food: 25.

        * Yield: 6.

        * Capture.

        4.3. Goat

        * Availability: Mediterranean, Savanna, Desert, Semi-Arid.

        * Nature: Passive.

        * Hitpoints: 35.

        * Food: 100.

        * Yield: 10.

        * Capture.

        4.4. Sheep

        * Availability: Alpine, Temperate, Steppe, Mediterranean, Desert, Semi-Arid.

        * Nature: Passive.

        * Hitpoints: 7.

        * Food: 100.

        * Yield: 8.

        * Capture.

        * Special: Colour variation: white or black.

        4.5. Pig

        * Availability: Temperate, Mediterranean, Savanna.

        * Nature: Passive.

        * Hitpoints: 40.

        * Fattening: +50 Food every 15 minutes.

        * Food: 150.

        * Yield: 3.33.

        * Capture.

        5. BREEDING ANIMALS (3)

        These animals function similarly to AoE/AoK/AoM Relics. They can be captured and placed into a Corral (see Building Hierarchy:Corral).

        Once corralled, instead of generating food like domestic animals, they will reduce the resource cost of units that use this animal as a mount.

        6 corralled breeding animals reduces the cost by 50%. 3 corralled breeding animals reduces the cost by 25%.

        No other animals can be placed in the same Corral.

        Breeding animals may be killed, but no Food can be gathered from the corpse.

        This ability is not available by default. A civilisation must use one of its Civ Bonuses to earn the right to corral these kinds of animals, and is restricted to two animal types (specified in the Civ Profile) per Civ Bonus.

        5.1. Horse

        * Availability: Alpine, Temperate, Steppe, Mediterranean, Savanna, Desert, Semi-Arid.

        * Nature: Fearful without Civ Bonus, Passive with Civ Bonus.

        * Hitpoints: 100.

        * Food: 0.

        * Capture.

        * Special: Colour variation: black, white, palomino, bay, pinto.

        5.2. Camel

        * Availability: Steppe, Desert, Semi-Arid.

        * Nature: Fearful without Civ Bonus, Passive with Civ Bonus.

        * Hitpoints: 125.

        * Food: 0.

        * Capture.

        * Special: Dromedary. "Stench" Aura (as with Persian camels). Special movement rates (see Terrain Objects).

        5.3. North African Forest Elephant

        * Availability: Mediterranean, Savanna, Tropic.

        * Nature: Defensive without Civ Bonus, Passive with Civ Bonus.

        * Hitpoints: 200.

        * Food: 0.

        * Capture.

        * Special: Now largely extinct except for a smallish population recently identified in the Sahel north of the Congo region. "Damage Frenzy". "Stench" Aura. "Trample Damage" Aura.

        6. COSMETIC ANIMALS (11)

        These animals cannot be harmed or selected by the player. They add atmosphere and eye candy to the natural environment. They are strictly Gaia objects.

        6.1. Albatross

        * Availability: Tropic water maps.

        6.2. Egret

        * Availability: Mediterranean, Desert, Semi-Arid with water.

        * Special: White. Fly in small flocks, usually near shallow water on land.

        6.3. (School of) Fish

        * Availability: All.

        6.4. Flamingo

        * Availability: Savanna, Tropic having shallow water on land.

        * Special: Pink. Fly in small flocks, usually near water.

        6.5. Goose

        * Availability: Alpine, Temperate, Steppe, Mediterranean.

        * Special: Black and white. Fly in V-formation of 5 birds on North-South map axes.

        6.6. Golden Eagle

        * Availability: Alpine.

        * Special: Flying. Solitary. Wide ranging.

        6.7. Hawk

        * Availability: Temperate, Steppe, Mediterranean, Savanna, Desert, Semi-Arid.

        * Special: Brown. Flying (randomly, wide ranging). Solitary.

        6.8. Parrot

        * Availability: Savanna, Tropic.

        * Special: Fly about usually above trees. Colour variations of red-blue-yellow-green plumage. Flocks of 3 to 5.

        6.9. Porpoise (aka Dolphin)

        * Availability: Steppe, Mediterranean, Savanna, Desert, Semi-Arid, Tropic water maps.

        * Special: Swim. Migrate. Jump above water surface anywhere at sea except in shallow water. Likes to accompany ships if encountered. Found in groups of 2 to 5.

        6.10. Seagull

        * Availability: All water maps.

        * Special: White with black wingtips. Flying. Travel in flocks of several. Usually found near Port Centres, following schools of fish.

        6.11. Vulture

        * Availability: All.

        * Special: Black with red head. Flying. Circling in groups of 1 to 3 over dead 'things', or battle sites.

         

         

           

          • I must be getting old (or I have too many titles in my sig). I can't remember the last time I actually sat down and watched TV. Well, maybe the occasional covert episode of BtVS ...

            When I do feel the need to look at a screen that doesn't come with a keyboard, it has to be silver, span an entire wall, and include a foyer booth selling ludicrously expensive popcorn. And double-chocolate ice-cream. Mmm, icecream ...

          • The fact that they would suddenly have to revert to English to do so would also be a bit strange. I understand where you're coming from with it, Tim (I love those Blizzard clips too), but it's not really feasible in this case for consistency reasons.

            Keep in mind also that if we had any English voiceovers, there would have to be a version of them for each language we support. One advantage of this method is that the audio is universal (ie hardly anybody will be able to understand it).

          • Street cred?

            My father works at Jaguar, so we get this special deal where you rent a brand new vehicle on a monthly basis, then trade it in for a new one at the end of every year. The options are very limited, but since insurance, tax and MOT are all included, it saves a lot of hassle.

            So I'm currently driving an aqua Ford KA (I get a great rate too, presumably as it only has two doors).

            The bummer is that I don't have a license. Failed it three times, and my fourth is coming up in a couple of weeks.

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