[quote]Not that I want to argue or something, but how do bigger numbers add to the "polish"? That's just a game design decision that has nothing to do with "polish".[/quote] To use your same logic, how does it not? To answer your question, Raven has already explained much of this. I don't need to repeat everything he has said. It's what this entire thread is about.
Jharii
[quote who="lord ebonstone" reply="261" id="2774112"]OK, I didn't realize you wanted real-time Total War combat, RavenX. I though you just wanted a bigger tac combat field and cooler animations. I don't want Elemental: Total War of Magic. It seems that most of us don't want that. You idea is idiotic, and I'm pretty offended that you had the gall to speak for the "Official Player Community." It makes you sound arrogant and pretentious. [/quot
I am sure that the modding community will tell plenty of campaign stories. In the meantime, I would rather Stardock focus on the gameplay and engine as well as getting the modding community the tools it needs to blow everyone's minds away.
Ugh. This is going to take some research and time. NWN1 models are in MDL format. NWN2 models are in MDB format. I have scripts to get them into gmax (from TurboSquid), but no scripts yet to get them out to .X format. Also, the weapons in NWN1 and NWN2 are typically in pieces. In other words, the blade, guard, and hilt are separate pieces. This will make weapons a bit tedious. The other stuff should not be as bad. Ult
Just a very, very tiny primer to what is available at NWVault: Swords: Merchant Stalls: Houses: <a href="http://nwvault.ign.com/View.php?view=NWN2HakpaksOriginal.Detail&am
Dwarves. We must have dwarves. And lots of them. :) Heavenfall, I have mentioned this to Raven X in the past, but I am probably going to try my hand at ripping some models out of NWN hakpaks on nwvault.ign.com, particularly from the NWN1 community. The models are open source. Of course, this would require the ability to extract these files from the .hak files. I am just not the greatest at manipulating 3D files. But there are TONS and
We, in the modding community, need the ability to disable or completely remove default Elemental objects, such as world resources, local resources, etc. Currently, there is no method to disable (remove) a Ventri Ore Mine or a Fertile Land, for example other than removing the default XML files, which is obviously not a good idea. Mods and conversions do need the ability to completely disable the core objects in the game rather than being forced to work around or in conjunction wi
Interesting. None of those trees have leaves when I restore them. They're just trunks. :) EDIT: I think this is because of my crappy work computer. When I use a tree from Elemental's default list, it crashes.
FYI, a little tip for those providing screenshots... Try to use an image editor and crop them up in a square around the tile and resize them to 512x512. Then they can be used as medallions. Also, I have been scaling the size of my elves DOWN on the scale 8 clicks (8 mousewheel clicks downward). I don't know if anyone else has been scaling your population or not, but if so, what scale have you been using? Giant elves vs. tiny elves would be kind of odd lo
Elves like to read. Here is a STUDY . Under construction: Ready to learn:
Anyone want an elven watchtower? RAR FILE . Under construction: Built:
[quote who="jshores" reply="16" id="2773369"] Here is an example of a medallion that is located in units\icons working in game (Notice the bottom right corner): I hope that helps! [/quote] Thanks! Yeah, I had already gotten the override to work in the mods directory.
Anyone want an elven watchtower? RAR FILE . Under construction: Built:
[quote]Marriage: I had a friend who would come to my house and hang out. I introduced him to Master of Magic and he became obsessed. He quit coming over to hang out with me and instead would come over to play Master of Magic until the wee hours of the morning since he did not have a computer. After weeks of doing this, he could tell it was annoying me. So to placate me, he started bringing his sister over to hang out, chat with me, keep me company while he played Master of Magic on
That absolutely sucks.
Frustratingly, setting a world resource type to 0.0 does not prevent it from being spawned during world creation. [code="xml"] 0.0 [/code] More research to do...
Barebones template: [code="xml"] DispNam
Annotated Template: [code="xml"] DispNam
Small update: I am currently working on revamping the resources. My intention is to have a significantly more complex resource/economy system. Resources are a premium on Athas. The game should reflect this. Masterwork weapons and armor will be available, which is reflected in the sub-categories below. Preliminary resource list: [code="xml"] Wood
[quote]I noticed this too. In fact there's a Lot of things that just don't seem to be hooked up or just flat out don't work. I'm not sure why either but it doesn't make much sense to me to have settings in the XML that don't change anything (at least not anything noticeable). This makes it a lot harder (for me at least) to know what's worth changing and what isn't. Especially when we try to change something expecting it to have a certain result and then nothing happens.[/quote] Thanks
This is the correlating improvement to the above resources. [code="xml"] must belong to the object
[quote] [code="xml"] Mining AI to reference. Available values: Mining, Farming, --> [/code] Nope. think Refined Farming and Refined Mining techs.[/quote] Please feel free to clarify.
[quote] VentriIronOre It's the type of a gameplay resource it provides - see Marble/Stone Pit and Old Forest both providing Materials.[/quote] Except that Ventri Iron Ore (and Iron Ore) both produce "Metal." This is handled with the improvement types. This appears to be the name which we reference, as modders. In CoreWorldResources: [code="xml"] VentriIronOre [/code] In the related (Ventri Mine) improveme
Thank you for the updates. I will notate the original accordingly. Do you think that these explorations of the XML will be helpful to the general modding community and should I continue along this path? I don't want to post excessively if the perception is that I am only doing this for myself. The secondary motivation is for my own learning, but primarily, it is obviously very useful if the objects are mapped thoroughly.
Additional notes: Medallions and sound effects appear to be required to be located in their respective directories, although I have not attempted to override this with the mods directory locations. I am also not quite sure why medallions require their own internal name.