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Re: new FreeCiv mod development - NExtended
Posted: Sat Mar 15, 2014 9:29 am
by Alien Valkyrie
Looks nice! What's it gonna do?
Re: new FreeCiv mod development - NExtended
Posted: Mon Mar 17, 2014 12:45 pm
by ngunjaca
initial ideas were to improve health in larger cities (i still did not decide the parameters), it should become obsolete later. The idea came when watching Rome the TV series; in the ancient ages people had small houses, lived in slums so taking a bath was kind of a luxury, but if a city had a public bath for common people/the citizens, the "cleanness" was improved.
I also remember when living as a child in West Berlin (80s) a Public Bath was for some people the only place to get a decent bath.
i will still do some thinking, maybe have an improvement of happiness effect (this still needs to be tested with all other buildings i have in mind).
Re: new FreeCiv mod development - NExtended
Posted: Thu Mar 20, 2014 12:40 am
by GriffonSpade
It seems like it'd be a good early precursor to sanitation and sewers. Considering how much plague there was during the medieval era due to people only bathing a couple times a year(and throwing their garbage and nightsoil wherever), it certainly makes sense. Also notable that even though the most known Roman versions did, it needn't require aquaducts to function. (Wells and pumping would work just fine, though perhaps more expensive.)
Re: new FreeCiv mod development - NExtended
Posted: Wed May 21, 2014 12:28 pm
by ngunjaca
Here is some Stoneworks GFX - still work in progress

Re: new FreeCiv mod development - NExtended
Posted: Wed May 21, 2014 2:28 pm
by Alien Valkyrie
Looking pretty good. A production booster I guess?
Re: new FreeCiv mod development - NExtended
Posted: Tue May 27, 2014 7:58 am
by ngunjaca
yes caedo, i am thinking that it boosts only mountain tiles procudtion with built mines. I will still have to see in some testing how it affects overall balance.
Re: new FreeCiv mod development - NExtended
Posted: Wed Jun 11, 2014 1:41 pm
by ngunjaca
Added textures and some lighting - looks better

Now I am just thinking whether to include some workers or not...
Re: new FreeCiv mod development - NExtended
Posted: Thu Aug 14, 2014 8:11 am
by ngunjaca
Here is one new building gfx, namely the one for Tax Office:

Re: new FreeCiv mod development - NExtended
Posted: Mon Aug 18, 2014 8:11 pm
by ngunjaca
Another building gfx:
Watchtower WIP - first render output

Re: new FreeCiv mod development - NExtended
Posted: Tue Aug 19, 2014 2:00 pm
by ngunjaca
Theatre building GFX WIP Render
No texturing or postprocessing yet.