I wasn't concerned about the tower as much as the doorways that I placed in as arrow slits. :) But it's one of the medium tower (advanced) towers located amidst all of the wooden contruction and fence props, about 3/4 of the way down the kingdom props filter.
Jharii
I was thinking more along these lines... with the black doorways void of doors so they look like openings into the darkness.
If that was a response to my suggestion, I meant the dungeon doors that are black. :)
You could try scaling down a black doorway so they look like arrow slits.
[quote]Really, this thread needs to be locked as it is really a massive debate concerning a picture[/quote] No, it shouldn't be locked. And that is not the point of the debate. [quote]Most fun tactical games - Starcraft, HoMM[/quote] This is the point of the debate. Your opinion of fun differs than other people's opinion of fun. Starcraft, for me, was average to good. Starcraft 2... more bark, little bite. The novelty of HoMM wore of
[quote]It's better than the TW games imo...but really...it was underrated? I've only seen a couple of reviews, but those reviews were absolutely positive.[/quote] Yeah, I pretty much meant that in the aspect that it's not getting a lot of recognition when it should. I should have clarified. :) If this game would have been released by EA, Bioware, or (insert big name publisher here), it would be a rock star. Instead, it's a cool local band that wails as good a
[quote who="VR_IronMana" reply="382" id="2781951"] If "box art drama" is going to replace "release drama" I might as well leave. The release drama got insane on both sides. [/quote] Meh. It was a concise, formal request (of Stardock) which asked customers to sign in agreement. The drama was inserted afterwards by people who felt that they were being spoken for, when they actually were not. Either sign the suggestion or don't. That was all that this th
[quote who="GaelicVigil" reply="380" id="2781835"]Don't know where people get the idea that the smaller battle scale jives with the Lore. It doesn't. You are able to have dozens of cities with literally thousands and thousands of citizens in the late game, but yet you're relegated to no more than a couple dozen soldiers per army? So according to the city sizes, the game is actually supposed to be very large in scale. It just makes no sense for a city w
[quote who="Tormy-" reply="377" id="2781822"] Yep, it worked like a charm in the King Arthur game as well. [/quote] Maybe the most underrated and under the radar game in history...? IMHO, of course... But it is a pretty stellar game that no one has really heard of.
[quote who="Robert Hentschke" reply="375" id="2781752"]I'm all for epic tactical battles but I think it's a horrible idea to say number of figures in a unit = epic. The current system wouldn't be the tiniest bit of epic even if there were a million figures in every unit. Changes to how combat works (like this) would help much more because there would be decisions to make. Right now I'm longing for the Auto-Combat button from MoM that would just move the u
How are those random "watchtowers" (wooden watchtowers that are placed around the city) controlled? Any ideas? Would be nice to change the model of that to something more elfy. :)
Needs retexture of obsidian. [code="xml"] WORLD RESOURCE Obsidian Deposit --> TECHNOLOGY Obsidian Crafting --> IMPROVEMENT Obsidian Mine --> Obsidian [/code]
[quote who="vashtyphoon" reply="19" id="2780617"]I've been thinking about trying to start an Eberron, realized it doesn't fit the core mechanics for Elemental, and then this morning went, "Dark Sun would fit!" You beat me to it. [e digicons]8(|[/e] I'm not much of a code jockey, but I'd be happy to help with concept, tech, unit dev, and I'll even take a stab at the world map. If you want the help. I've got some ideas on using current resources as well. [/quote]
[code="xml"] WORLD RESOURCE Ruins --> IMPROVEMENT Archaeology Site --> PROVIDES Tech Research [/code]
[code="xml"] WORLD RESOURCE Oasis --> IMPROVEMENT Oasis Outpost --> PRODUCES Water --> PRODUCES Food --> REQUIRES TECHNOLOGY Deep Well --> IMPROVEMENT Deep Well  
This will contain the master list of world resources for the Sundered Lands (Dark Sun) conversion for Elemental. World Resources are the resources that randomly appear on the map that can be improved upon to provide your city/faction with resources. Currently, the list is tentative and will likely change and evolve over time. World Resources: Oasis Clay Deposit Forest Crystal Deposit
Currently, decals can only be placed in the gfx/Terrain/Decals folder in order to be available in the tile designer. Ideally, we need the ability to place these in the mods folder. Thank you.
That's actually coming together quite nicely! I'm a bit surprised that it blends so well together thematically even though we still have a generic vision to work from. It's just typically so hard to mesh that vision together even when you have guidelines. It gives me hope for the future of community projects like this. Thanks for organizing this, Heavenfall! :)
Another concept that I am investigating is "District-based" city building. The initial plan of Sundered Lands is to have one major city that can be built around. Imagine various fantasy maps that you have seen through your life, such as Waterdeep. These cities have various districts that group subsets of the population and economy together. If you have access to the newest Dark Sun Campaign Setting, you will have a better idea as to the flavor I will be going for.&nb
Current Global Resource List: [code="xml"]GLOBAL RESOURCE Population --> REQUIRES Food --> REQUIRES Water --> REQUIRES "Housing" GLOBAL RESOURCE Mana --> REQUIRES Mana GLOBAL RESOURCE Diplomatic Points --> REQUIRES "Diplomatic Buildings"[/code]
Current World Resource List: [code="xml"]WORLD RESOURCE Oasis --> IMPROVEMENT Farm --> PRODUCES Food --> IMPROVEMENT Deep Well --> PRODUCES Water WORLD RESOURCE Clay Deposit --> IMPROVEMENT Clay Quarry --> PRODUCES Clay WORLD RESOUR
Slowly, but surely. :) I am working on the new resources at the moment, which entails coding them into the XML and taking notes along the way while new and exciting ideas are cropping into my head. The inability to disable the default resources is a nasty hurdle that I am working on solutions for. But just to give you an idea of one of the things that has cropped into my head... Kanks have multiple uses in the economy. They are a source of food, hide,
[quote who="hairrorist" reply="9" id="2779409"]I love how people still line up to to defend SD as they continue to shovel shit out their door as quickly as possible. Jharii--no harm done by releasing patches that break the game even more? You're encouraging developers and publishers to continue this trend of releasing broken products with a path-it-later philosophy. They've completely lost any credibility with me at this point. I'm even starting to thi
[quote who="Vladesch" reply="7" id="2779311"] Its not like all these crash problems suddenly appeared after release. They were well known before release which you would be able to see if the beta forum was still available. Stardock decided to release anyway, fully aware of the crashing, dx9 and out of memory errors. *That* is the reality of the situation. [/quote] That is not the reality of the situation. They were not fully aware of the crashing. Stop
Those shrines are very nice. Maybe it's the scale, but they look like 1x1 tiles, though, when they need to be 2x2. If my perception is off, sorry.