This is going to pain me as a kingdoms lover, but I've never got empire game far enough to build master archivist... I know what it does, and its dimensions, but... does it replace (upgrade) the regular archivist tile or is it a separate improvement entierly? Edit: Nevermind! Fired a test game and they are separate improvements!
oddrheia
By the way, Havenfall, the reason I'm not sending you tiles yet, is that I want to finish the chunk, load them all in game and make sure that multiples of housing/labs etc look good and then make the WIP tiles in bulk. If the initial tile going to need tweaking I'd rather avoid doing double work and doing the WIP tile twice as well. You'll have them tho! :) Hovel: Shanty: <img src="http://im
I'm not HF but... :P I think Mushroom/fungi plants would work with the theme you have going. Can probably even rescaled to be more small tree - like. They work with dead environment, and if not for food, they can serve decorative purposes.
[quote]@oddrheia that's a very unique look. Could you explain a bit what is going on? [/quote] Uh! Unique in a good or a bad way? :P The first version of that tile actually had that half-circle structure supporting a stone beam that was supposedly 'worked on', but that looked... odd. So I swapped it for a hanging platform with ready to be used construction materials. Area on the ground i
Heavenfall: thanks!! :) Labor Pit: Not sure about the fence... fussing over the fence took longer than the rest of the tile, which is a bit ridiculous :/.
*laugh* As easy as that? Well. What prompted the sulking was that I was playing around with some apple trees to add to the monument and realized they stand out too much. But then, I than I thought about it a little more and maybe the absence of those trees is actually a good thing. Icy/frigid/little vegetation look kinda makes sence in the context, and opens up more object count for industious stuff. What use golems have for pretty (living) trees anyway? :) <
Arc: thanks! Civ Tower is pretty much the same function as beacon of hope, it draws in population (+prestige). Same function as a monument I believe? (+prestige as well) Heavenfall: noted! I'll load up that in game to see how the ground will look, at some point. Want to get my paws on 2x2 tiles first! :) Monument: Sidenote: wow. Tree selection is so limited f
Quick question: scales. Is there any set standards/guidelines to work with? For example are we using default pedestrian scale, or elves scale (about 50% smaller?) Any other guidelines to work with so we don't end up with things like a farm being 'taller' than an advanced city core if more than 1 person is working on a faction buildings?
[quote]All the old folks coming out of the shadows to do tiles again, eh? [/quote] It's the only thing I can do decently enough to warrant a reappearance! In all the seriousness tho, it's a coincidence that I dropped by :) Nice to see people over from the elves project! Now, Golems... I think I've an idea for overall theme of their tileset. Remains to see if it works thoug
Hi guys! Long time no see! I've been mad busy past couple of months, only just recently did 1.1 playthrough since the very first release of the elves, can you believe it? I'll try to squeeze in couple days work during the holidays, but can't promise regular showing, other than that. So, if you'll have me, lemme adopt the chunk of golem king tiles. Tower of Civilization Monument Hovel House Archivist Master Archivist Loreshop Lab
Yay, it happened! :) It has been a great fun to participate in the making of this, it's wonderful how it all came together :).
Just dropping a few notes... I'm going to be gone most of the next week on a trip, so I won't be around. However, future community projects, I'd definitely like to chip in. If Raven X wants some help with undead, I'd love to try my hand at those tiles. 'course, like I said, I'll be gone a short while, so can't jump right in. Orcs: Can be fun. Sure, empire architecture can pass for orcish, but there can be a different spin on it: Bone fences and walls, War banners, and gr
I've got another convenience request for the builder's forge: When opening tiles, I'd like to see a keyword search function. Currently, looking through couple hundred tiles trying to fish a particular one to edit is something of an exercise in frustration.
Got busy here too. Can't give it a proper run until tomorrow at best, will sneak a peak to take screenshots today though :P. Heavenfall, I mailed you the tiles Crystlshake, Just opened the tile in the editor and I agree that the spire needs to get scaled down a notch. It looks really good, but it is a little out of proportion with the rest of the tiles. The problem is, with several modders working on tiles, we don't really have the sense of overall scale and the screen
*laughs* For the record, I'm english alphabet challanged non-native speaker :P. Never memorized the order of the thing. Can look it up of course, but... looking at the editing mess in the making, let's just either: a)grab our own tiles as we go or b) heavenfall assigns a block of tiles to each active modder
This isn't strictly related to the mod itself, and I'm probably just being a noob, but I can't get the beta mod to work unless I move all the .xmls from subfolders into the main mod folder. Anyone knows what's going on? Is there an .ini file option I need to edit anywhere for the game to read subfolders? Anything else?
I've this suspicion that it'll be mostly my tiles that need pruning... So let me get started on it. City cores 1-5 Palace Mint of Ruvenna (I'm seriously fearing this sucker :P) Forts 1-3 Will grab more later.
With the elven race mod nearing its release, I found myself a few extra tiles sitting in my folders. Some of them didn't quite make the final cut for the mod for various reasons, others were never intended for it in the first place, being made in between the efforts. Whatever the reasons, I feel they are good tiles that are wasted without some application. So, I'm releasing them. Feel free to use them as is, modify, recolor, do whatever you want. Give me some credit for the or
Got busy today, so I haven't played yet. But I will! And I don't mind doing some optimization clean-up, sure. How do you want to go about it? Each takes care of their own tiles, or you want to take time to sweep through them all? Either's fine with me :).
Did you change the archer pose too? I think it looks a little silly without the bow or with a melee weapon. It's true that the player can grab it from the start, who knows what AI is going to decide to equip.
One little nitpick: the tents may need to be moved inside the tile boundary a bit, since there often will be a few of them within the city borders :).
Builder's forge: would it be viable to add an object distort tool? It's not as high on my 'wanted' list as separate x,y,z scaling, but bending and stretching some building blocks like ropes, planks and stone parts could create some interesting possibilities for tile making :).
I think I gushed over those in the elf race thread already, but just to reiterate: love those! Even though more of a warg person usually :P
Dave_1: drop it to ...Documents/My Games/Elemental/Mods. Should work then :).
Kalin, I do like the crystal version lot better, though I feel bad for prompting you to change... like I said, was probably just me. Spider unit: Eh, I thought she looked kinda cool :P. Feel free to remake it, they are your brainchild, after all. Trade Center: Yup, square roof. I added on to the lab as per crystlshake's suggestions. The rocks on top of the dome didn't look so hot, though, so they went 'round it. <img src="http://img709.imageshack.us/img709/4383