The time has come for the main course;
My grand project.
It's probably the largest graphics add on package in Free Col history. Hundereds of nation specific union images. Buildings. Goods. And everything. It should come in handy for many already existing as well as prospective mods for FreeCol1 as well as Free Col 2 which were being discussecd over the years.
My recently relased Hessians units were a tiny part of this huge package.
I am sharing it in hopes it is going to aid modders as well as inspire artists and coders alike!
It is (of course) a work in progress.
I am eagerly awaiting you feedback.
(It better be positive though! :))
Enjoy.
UPDATE
FILE TOO LARGE
I CANNOT UPLOAD
DAMN YOU SOURCEFORGE
I THINK I'LL HAVE TO UPLOAD THE PACKAGE PIECE BY PIECE I'LL START WITH BUILDINGS
There is also a set of new ship graphics, but i think those suck. Whatever. Work in progress. I do expect you to be impressed with the quality and variety of my Colonist units, however. Over 200 in total! I've made them so as to keep with the old style while at the same time improving and expanding upon it.
It should be enough for the 12 nations mod. Please let me know what's missing.
Misiulo. Your work is very good, I liked very much of your colonists, every nation should have an specific unit, but now the 0.11.6 game mechanics doesnt permit to define units to specific nations, sadly :.(. If the new version permit I glady would spend my time working in a mod that adds most of yout units. Imagine how would be cool if nations had special units.
I tried to add a new unit to russia before, but the mod doesnt work, if the unit is added (in the 0.11.6 version), sadly all nations can buy in europe and I wanted that russia had that unit not the other europeans ( doesnt make sense a special unit of russia be draagon of all europeans right?)
And I discovered even more limitations in the game. I discovered that new goods, units and buildings MUST be added in the classic specification ruleset. I tried many ways, no mod that I made changed goods. So I quit of adding goods, units and buildings (I take long hours of work to make a chain of goods (grains of coffe -> coffee),(copper ore -> copper bars -> circuit -> machines (yes, I tried to modernize freecol), Only one chain have 4 specialists, 12 buildings and 4 goods.)
Freecol can advance even more if the developers remove these limitations. I can make a complete new game (Do you want to play freecol in industrial, Atomic and Modern era?, I can work, but the mod will be very big), and another little limitation, buildings and units images cant change along time.
Thank you developers, this game have great potential
👍
1
Last edit: Mazim E.A 2020-01-31
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And I discovered even more limitations in the game. I discovered that new goods, units and buildings MUST be added in the classic specification ruleset.
I do not believe this is correct, at least for Buildings. The Portuguese town hall is a counter-example.
Do you want to play freecol in industrial, Atomic and Modern era?
Not personally, no. I think there are so many assumptions built into the non-mod-modifiable structure of the game that the result would be disappointing.
and another little limitation, buildings and units images cant change along time.
IIRC there is an IR for this. It would not be hard.
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Of course you are right, the period-specific graphics are just a minor fancy-shmancy idea . But it might be fun to be able to play with it.
Me personally I though about giving the early period the more old-fashioned 15/16 century renessaince look with soldiers wearing the conquistador helmets and breasplates. While the post-1600 era would get the more modern, 17/18th century style.
Last edit: Misiulo 2022-05-19
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Mike said it more than once he will add the nation specific units to the game once he's got the grpahics;
Hope the dev team takes care of the issues you described!
This would finally allow us to make believable scenarios located on other continents and in different eras. India. Asia. Australia. Africa. XIX century. You name it. Sky's the limit!
I should have published this graphic set years ago, but alas, i am just one person and a perfectionist. That is a death sentence to deadlines!
Anyway, i still got soldiers and dragoons tu publish! :D
Last edit: Misiulo 2020-01-31
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Hi Mike, I have a little idea (I had this years ago), you know that in the late game when you declare independence, you can design your own flag to your nation. It would be very cool if this flag appears in foreign affairs advisor (its very weird your new nation use the coat of arms of your king's nation). and will be usefull to know when other europeans become independent (I like to extend the timeline of the game and play even after independence, which is cool to conquest and expand your nation like the americans do after declare independence!). Can you make this new thing in the new versions like 0.12.0 ?. And this will be another use for that flag you design. :)
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Put in a IR. However a flag is not a coat-of-arms, and I am sure there are people that would find it just as weird. IIRC we do not just use the identical coat-of-arms for the independent nation, but a simplified form, as if they are saying "we have tossed some baggage, but this is still ours".
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Fantastic. Asmall step for a coder. A huge leap for the FreeCol community :)
BTW. Would it be possible to also add nation/period specific units and goods capability? In more than just graphics i mean. No Jesuit Missionaries for the English for example.
This obviously extends far beyonf FreeCol1 proper, but I am sure many modders would jump on it. And their ideas and experiments may come in handy in developing FreeCol 2.
Last edit: Misiulo 2020-02-01
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Would it be possible to also add nation/period specific units and goods capability? In more than just graphics i mean. No Jesuit Missionaries for the English for example.
This might be tricky. You could just change the unit name, but that is in the string/translations part of the code rather than the graphics, and we have not done that before so I do not know if there are lurking difficulties. Or we would need a specification hack to allow suppression and addition of unit types for particular nations. I know that would be tricky.
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image.unit.stuff.nation (e.g. image.unit.model.unit.freeColonist.spanish) should work following git.f4ffa30.
I do not understand how this is meant to work?
Using 0.12.0 (Revision 823ae3be93) I added
image.unit.model.unit.freeColonist.french=resources/images/units/civilian/nativeColonist.png
to the # Units section of resource.properties of the classic rules
Just to see if the freeColonist image of the french player would change
But it did not, so either this is not how it's meant to work, or maybe the support is not enabled yet?
Or is there more one needs to do?
Last edit: Blix Belliose 2022-05-07
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Thanks for reporting: I found and fixed the bug preventing different unit graphics per nation in commit git.7590969. The units are now confirmed to get the correct graphics on the main map (but I have not checked elsewhere like in colonies).
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I can confirm that with
git-20220508 (Revision 8d544c2)
The nation specific unit images now appear to be working as I would expect
At least with my limited test, the french freeColonist unit changed image both in the colony and on the map
Thanks
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I am very happy to se my work is being appreciated.
I've never added nation specific scouts and dragoons; the reason for that being i had some issues with the horses. I wasn;t sure whether or not they should have shadows. But they are pretty miuch finished. Gosh it all looks so outdated anyway. We should get e new 3D unit models for the 1.0 version.
Anyway, I've got this idea to slightly change the military nits colour scheme to make it more historically accurate and more transparent. In the old Col Colonial militia is wearing blue, continentals blue with golden pips and the regulars wear red; I would dress the militiamen in brown jackets, continentals in blue and regulars in red.
Last edit: Misiulo 2022-09-17
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Since we now have nation specific units capability, I'll start working on some of these for a new Mod set. Would also love to see the mounted units images updated to something better.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
The time has come for the main course;
My grand project.
It's probably the largest graphics add on package in Free Col history. Hundereds of nation specific union images. Buildings. Goods. And everything. It should come in handy for many already existing as well as prospective mods for FreeCol1 as well as Free Col 2 which were being discussecd over the years.
My recently relased Hessians units were a tiny part of this huge package.
I am sharing it in hopes it is going to aid modders as well as inspire artists and coders alike!
It is (of course) a work in progress.
I am eagerly awaiting you feedback.
(It better be positive though! :))
Enjoy.
UPDATE
FILE TOO LARGE
I CANNOT UPLOAD
DAMN YOU SOURCEFORGE
I THINK I'LL HAVE TO UPLOAD THE PACKAGE PIECE BY PIECE I'LL START WITH BUILDINGS
Last edit: Misiulo 2020-01-30
Buildings looks cool, great effort!
The colonists have arrived.
There is also a set of new ship graphics, but i think those suck. Whatever. Work in progress. I do expect you to be impressed with the quality and variety of my Colonist units, however. Over 200 in total! I've made them so as to keep with the old style while at the same time improving and expanding upon it.
It should be enough for the 12 nations mod. Please let me know what's missing.
Last edit: Misiulo 2020-01-31
Check out those pioneers!
Misiulo. Your work is very good, I liked very much of your colonists, every nation should have an specific unit, but now the 0.11.6 game mechanics doesnt permit to define units to specific nations, sadly :.(. If the new version permit I glady would spend my time working in a mod that adds most of yout units. Imagine how would be cool if nations had special units.
I tried to add a new unit to russia before, but the mod doesnt work, if the unit is added (in the 0.11.6 version), sadly all nations can buy in europe and I wanted that russia had that unit not the other europeans ( doesnt make sense a special unit of russia be draagon of all europeans right?)
And I discovered even more limitations in the game. I discovered that new goods, units and buildings MUST be added in the classic specification ruleset. I tried many ways, no mod that I made changed goods. So I quit of adding goods, units and buildings (I take long hours of work to make a chain of goods (grains of coffe -> coffee),(copper ore -> copper bars -> circuit -> machines (yes, I tried to modernize freecol), Only one chain have 4 specialists, 12 buildings and 4 goods.)
Freecol can advance even more if the developers remove these limitations. I can make a complete new game (Do you want to play freecol in industrial, Atomic and Modern era?, I can work, but the mod will be very big), and another little limitation, buildings and units images cant change along time.
Thank you developers, this game have great potential
Last edit: Mazim E.A 2020-01-31
I do not believe this is correct, at least for Buildings. The Portuguese town hall is a counter-example.
Not personally, no. I think there are so many assumptions built into the non-mod-modifiable structure of the game that the result would be disappointing.
IIRC there is an IR for this. It would not be hard.
Of course you are right, the period-specific graphics are just a minor fancy-shmancy idea . But it might be fun to be able to play with it.
Me personally I though about giving the early period the more old-fashioned 15/16 century renessaince look with soldiers wearing the conquistador helmets and breasplates. While the post-1600 era would get the more modern, 17/18th century style.
Last edit: Misiulo 2022-05-19
Mike said it more than once he will add the nation specific units to the game once he's got the grpahics;
Hope the dev team takes care of the issues you described!
This would finally allow us to make believable scenarios located on other continents and in different eras. India. Asia. Australia. Africa. XIX century. You name it. Sky's the limit!
I should have published this graphic set years ago, but alas, i am just one person and a perfectionist. That is a death sentence to deadlines!
Anyway, i still got soldiers and dragoons tu publish! :D
Last edit: Misiulo 2020-01-31
This job is now #3 on the list behind two bugs. I am hopeful this is an easy one and be there pretty soon.
Hi Mike, I have a little idea (I had this years ago), you know that in the late game when you declare independence, you can design your own flag to your nation. It would be very cool if this flag appears in foreign affairs advisor (its very weird your new nation use the coat of arms of your king's nation). and will be usefull to know when other europeans become independent (I like to extend the timeline of the game and play even after independence, which is cool to conquest and expand your nation like the americans do after declare independence!). Can you make this new thing in the new versions like 0.12.0 ?. And this will be another use for that flag you design. :)
Put in a IR. However a flag is not a coat-of-arms, and I am sure there are people that would find it just as weird. IIRC we do not just use the identical coat-of-arms for the independent nation, but a simplified form, as if they are saying "we have tossed some baggage, but this is still ours".
Fantastic. Asmall step for a coder. A huge leap for the FreeCol community :)
BTW. Would it be possible to also add nation/period specific units and goods capability? In more than just graphics i mean. No Jesuit Missionaries for the English for example.
This obviously extends far beyonf FreeCol1 proper, but I am sure many modders would jump on it. And their ideas and experiments may come in handy in developing FreeCol 2.
Last edit: Misiulo 2020-02-01
This might be tricky. You could just change the unit name, but that is in the string/translations part of the code rather than the graphics, and we have not done that before so I do not know if there are lurking difficulties. Or we would need a specification hack to allow suppression and addition of unit types for particular nations. I know that would be tricky.
image.unit.stuff.nation (e.g. image.unit.model.unit.freeColonist.spanish) should work following git.f4ffa30.
The Scouts are finally here !!!
I do not understand how this is meant to work?
Using 0.12.0 (Revision 823ae3be93) I added
image.unit.model.unit.freeColonist.french=resources/images/units/civilian/nativeColonist.png
to the # Units section of resource.properties of the classic rules
Just to see if the freeColonist image of the french player would change
But it did not, so either this is not how it's meant to work, or maybe the support is not enabled yet?
Or is there more one needs to do?
Last edit: Blix Belliose 2022-05-07
Thanks for reporting: I found and fixed the bug preventing different unit graphics per nation in commit git.7590969. The units are now confirmed to get the correct graphics on the main map (but I have not checked elsewhere like in colonies).
The development build has been updated with the fix.
I can confirm that with
git-20220508 (Revision 8d544c2)
The nation specific unit images now appear to be working as I would expect
At least with my limited test, the french freeColonist unit changed image both in the colony and on the map
Thanks
These are fantastic new graphics!!! Lot of new units as well, I can help create some Mods for them if I can get some stats on a few of them.
I am very happy to se my work is being appreciated.
I've never added nation specific scouts and dragoons; the reason for that being i had some issues with the horses. I wasn;t sure whether or not they should have shadows. But they are pretty miuch finished. Gosh it all looks so outdated anyway. We should get e new 3D unit models for the 1.0 version.
Anyway, I've got this idea to slightly change the military nits colour scheme to make it more historically accurate and more transparent. In the old Col Colonial militia is wearing blue, continentals blue with golden pips and the regulars wear red; I would dress the militiamen in brown jackets, continentals in blue and regulars in red.
Last edit: Misiulo 2022-09-17
Do we still have the PSD's for the models somewhere? I used to have those some years ago.
https://sourceforge.net/p/freecol/git/ci/master/tree/srcdata/graphics/Units/
Since we now have nation specific units capability, I'll start working on some of these for a new Mod set. Would also love to see the mounted units images updated to something better.
This mod can find a lot of utility now in the 1.0 Free Col branch going towards FC 2 :>
Last edit: Misiulo 2023-01-13