@ kalin: I think you should keep the uncorn fountain, we might find a use for it, it looks cool. What about adding unicorns to elemental as elven rides? [e digicons]:blush:[/e] Also I think this one's tower with the hedge bush in the middle of the tower screams elf all over it. I vote on this. http://dl.dropbox.com/u/8370296/Elemental_1285207852.jpg
Djohaal
I second John's thoughts. 325 looks cool with the little green roof.
Tile editor ideas: 1: Assymetrical XYZ scaling as already stated above 2: BUGFIXES BUGFIXES BUGFIXES 3: HSV color picker (not only to tile editor, all things color-related in the game, faction editor included 4: A tool for making circular arrays (rings) and such while in tile editor, currently hand-rotating objects to place them is a pain in the ass. 5: Possibility of offseting object pivots so they can rotate around other objects and not around themsel
[quote who="Kalin" reply="204" id="2782125"]Just an idea, but how about resizing the river tiles and put some living trees around to use as a lv1 wall, then your other one could be lv2, and a full wood one could be lv3?[/quote] I was going to ask if you could add some ivies to the fire shard like I did for my shard tiles and add some red flowers to them. I kept a coherence between them so each shard had ivies and floweres of its color, so water shard had blue flowers, a
I was going to suggest something similar to malloreon's idea. Perhaps the stone walls could be rock cliffy walls (we have plenty of different rock models) although for big cities it sure won't be memory savy. Add a small railing of hedges to the stone walls if you are going to stick with that proposal. EDIT: Also, earth shrine:
Ok so let's start small, the granary.
Ok I'm feeling inspired to do some more tiles. Might take a while to do the preview. May I be greedy and reserve all these? Granary Great Mill (4 tiles!) Hosten's Library (4 tiles!) Wheat Farm <span style="co
Oopsie, did you get my PM? I could do the tile art for the project.
Djo_
A little too repetitive perhaps? This is the earth shrine, I'm not too happy about it though...
My air and water shrines. The water shrine is a little over the budget, if people have issues with it I'll downsize it. Voila!
Put me on the queue for water, air and earth shrines.
So after sniffing around the xmls for a while I managed to make a little set of new tiles which will probably be of interest to a lot of people. The mod is made of: 1: Massive crystal deposits (pictures), which currently are more common than water in my test attempts (in spite of messing around with rarity all the time), and tend to be unbalancingly clustered. Those deposits can be tapped for a +1 mana regen bonus. <img src="http://img685.imageshack.us/img685/306/eleme
An amazing and bold mod proposal. I'm going to test this out shortly :)
A truly amazing mod! Incredible work.
Yeah, object libraries would also be very useful. Also is it just me or elemental could also use a Hue-saturation-value color picker? RGB color picking is awful
Yeah the game's art assets are a bit problematic at the moment. Also does anyone agree color selection could use an HSV (Hue, Saturation, Value) color picker?
Yeah an excellent idea. We could get more flavor types of terraintypes, and even use them strategically (such as "Djohaal's realm is guarded by a searing hot desert on the west and a freezing tundra on the east, both magically created by the chaneler")
Actually, micro isn't THAT bad if it gains a good degree of automation. I'd like to point people to a game called Distant Worlds . It has about 20 strategic resources required to assemble whatever ship you want. Construction doesn't move foward unless you have such resources, however it hardly becomes a hassle to micromanage them, because there's an extensive "private" sector of automated ships which move around gathering resources and shippin
Yeah I agree completely with the original post and Robbie's addendum. This would add much to the game's world richness.
[quote who="Rune_74" reply="3" id="2769554"]I think they need numerical values for movements. You can at the moment use the mouse wheel for fine tuning.[/quote] Yeah the mouse wheel can help with fine tuning, however it still moves in steps too large at times. The whole XYZ translation moves on very small steps, while when you are intially plopping an object the placement is completely free. This renders some objects unalignable unless you r
I still need to do the under construction versions, but so far I'm happy with the results. The idea is that when tapped upon the mana fountain tiles will add +1 mana regeneration, however I didn't bother coding them in, so I'm just sharing them here. If anyone wants their files send me a private message. Neutral version, the crystal is untapped and spinds around in a chaotic motion. Tile editor ate the sparkling effects which I intend on fixing. <img src
[quote who="Rune_74" reply="5" id="2767349"] Quoting GeneralEtrius, reply 4I remember seeing a screenshot with a dragon surrounded by hundreds of soldiers during the games development. This was likely from the RTS phase of the early game. Problem is, Stardock pitched that screen as a major one, leading a lot of people to get confused. Seems most battles in Elemental have a max of 10 guys now. Nope....I think I had something like 40 guys in a recent battle.[/q
Actually, perhaps a mix of the two. The soveregin is a valuable asset and if killed you lose a lot of mana and etc. Perhaps when killed the first in line would assume the kingdom, and after a couple of turns they could "chanel" or be "posessed" (flavor text perhaps?) with the powers of their predecessor, gaining a portion of the ealier soveregin's powers (but not 100%, so there's a penalty) on such a way that the sucessor is at first never as powerful as the predecessor. Then if the s
I second the original poster's post entirely.