Finished embassy. (again) WIP: XMLs: Embassy Embassy_WIP</a
oddrheia
About the harbor... I think that tile automatically upgrades one time ala city hub in vanilla game. Not sure when. Does it need to, for custom race?
I'll do the dragon roost. Embassy's done. Or was before my editor crashed before I saved, again, grr. But the concept is easily recoverable, so I'll post it up today.
Hey, Xiwi, thanks! While some of it is simple convenience, Crosses on non working stuff are especially appreciated.
Heavenfall: separate/modular release for anything that alters balance or mechanics, definately. I like the idea of stats on the barding, and also like to be able to get it from the tech tree, but imho, that's beyond the scope of this particular mod. As I've said before ideally there are lots of things that I'd like the elves to have, but that would kind of go beyond the original design concept. First pass at the Sovereign: everyone, feel free to edit/add to it. I've kept the des
John, also, try Heavenfall's tree recolors. They are less swampy, more foresty. Heavenfall: it's all good :). As long as there is a possibility to acquire those white horses in game (i.e. they aren't exclusive to diplomacy units), I'm happy. And I have to say that while I like the idea of elves using lighter armors and thus lighter barding, for the concept you have the heavier looks more 'in place'. If that was, say, mounter archer in leather, then lighter barding would look better.</
Can I just say that I am officially drooling over those horses? :P Can we have one for sovereign creation option? And that bazaar building, wow. I swore off trade buildings after the mint of ruvenna, really have trouble with making it appear like one, and I'm green with envy (in the nicest sense) how you pulled it off with bazaar :P. And I've finished the great mill. I've kept the original water tower and the mechanism, changed the building, put around a less intrusive fence,
I like this armor, if we are to make a couple of hu... err, elven special units. Also, are we going to hook up a sovereign for the purposes of having the race as an AI opponent? I could do a history for one, male or female? And we'd need a diplomacy background dropback. And music themes. Quarry: John_Hughes, maybe add a f
Asked that a while back about diplomacy tiles... optional for now, I think. I'd prefer we did it though, in the end, maybe? Now, this below is technically an off-topic spam, but I've hit a streak where nothing I'm supposed to be making is looking good, so meh. I've been doodling. Random-thing-that-wouldn't-fit-anything:
I like the middle one, but the shortest one may blend in better. That's gut feeling, thought. Need to see it side by side with the rest of the stuff to say for sure :P. In retrospect, if there's going to be another community project that involves this amount of custom tilework, I think it would be beneficial to define the scale and height ranges for simple/advanced/unique buildings, and define the scale for pedestrians and clutter objects. Rescaling is B*TCH. Seriously :P I me
Just some initial feedback: Yah, scaling down the house will do the trick... and that's lvl 4 hub there, so the big tree is not the 'biggest' yet :P. Abbey bugs me. I know it's not as big as it appears, but it still bugs me. I'll scale it down a notch, it's no trouble since I've started already. (and killed off a whole lot of small objects/pedestrians that aren't very visible even at the closest zoom anyway).Also I've fallen out of love with that circle platform around the tree in the
Playing around with scenic view. Will probably clean it up a bit before finalizing. Front: Back... or front. Lost track of the way its oriented :P And about the Great Mill. I like the o
Hey, katalist! Read up the first post of the thread, grab a building in red, and go at it :). Everyone: if you are using heavenfall's tree recolors that are linked in the first post (which you should! :P), you'll need to move some files around to make them show up again in 1.09. For some reason just dropping them again in the program files install directory mod folder didn't work for me. </p
Impinc, as far as I can tell from opening those side by the side, they are indeed indentical other than the shadows. Could it have something to do with the the change to the way mods are read in 1.09? I think custom decals now go to Documents/MyGames/Elemental/Mods/Gfx/Decals Just a guess... just finished loading up 1.09 and clearing out the old mods folder myself.
Actually... about embassy. How's this? Got rid of the swamp tree. Front: Back: Also, I'd like to reserve scenic view.
Embassy's not playing nice... I'll do the Great Mill, and take another stab at it after :).
Grr. Just noticed that in 4 and 5 the dropdown gate got moved and was sticking out wrong. Fixed, and re-uploaded. City cores bundle (UPDATED!)
So! I took Kalin's tree down the memory lane to its outpost/village/town/city incarnations, and it has lost a bit of bulk around the middle in the process :P. (Sorry!) It's still about the same height as the original in its metropolis version, just a tad slimmer. Making the city cores have definitely been an interesting experience. In the end they are a fusion of Kalin's and Heavenfalls' ideas as much (if not more) as my own. I can't rightly call them 'mine', but that's exactly
Always liked homebrew settings :) I think they have some excellent storytelling potential, but I think the implementation into the strategy game could be difficult. Example: Lore-wise faction A is sworn enemy of faction B. Player selects faction C that's neutral, but due to their selected strategy, have poor combat rating. Faction A extorts/threatens the hell out of faction C because they are weaker in game, and completely ignores their nemesis faction B with whom they are on equal fo
Heavenfall, I've a request... could you take out hooded clothing articles availability, or at least not put many versions? They have a side-effecting of making the npcs (kids, heroes) that spawn with them to not have a hair mesh (they appear bold after removal of the hooded cloak/robe). If that's unreasonable in the light of work you've done already, that's okay, but I thought I'd ask :). About the embassy, huh. It's the first tree centerpiece I done :P. Couldn't resist doing
Up to Kalin on the city hubs :P. If he wants to take over 4 and 5 I will gladly let him and release the hold, as I've said, I love that tree :). Alternately, we could do some joint building, if Kalin would let me download his tile and see if I could play with it to make it all work together.
Do you guys think this will pass for an embassy? Side:
Those textures are lovely! Are there going to be more? :P And smelter's done. I've made 2 versions it, one with cauldron smoke, and one without. While I like the concept of the 'with smoke' one, I'd like it more if I could scale down the effect to be smaller, not quite going as high as the chimneys. Unfortunately, the particle editor got some steep learning curve, and I don't want to sit down and figure it out (yet anyway) for the sake of editing one effect :P. So as i
I was thinking about the wall being underneath the platform (repeating its shape), so it wouldn't really affect the tree :P. Might end up looking too busy/crammed together though. However that idea turns out, I think this looks way better than the generic concept I had in mind for 4 and 5... Hrm. While we sort out city cores, I'll try my hand at the smelter.
Damn... I actually really, really like that giant tree look in game. Kalin, and guys, I've an idea. Let me edit my core 1,2,3 to account for that growing tree in the middle. Then Kalin can take over core 4 and 5 since I haven't started them. Kalin, you think that you can put our version of advanced wall around core 4 and 5 for continuity purposes, too?