Civfreak

Civfreak

Joined Member # 2440300
55 Posts 234 Replies 20,688 Reputation

First of all, I support the fact that the game won't have MP in any form, at least for the time being. In my case I would only be interested in MP if it were exactly the same ruleset as SP. I think this is probably the reason why only 1% of the users even logged into the lobby. I remember I stopped caring for MP when I saw that all battles would be auto resolved so I never tried a MP game. Another reason those MP numbers might be low is because some people (like me) like to just p

254 Replies 734,200 Views

I agree with those proposed changes, except for Amnesia, I think that 33% is way too big a number. The numbers could be tweaked a bit but the injuries are really not much of a penalty atm imo. There's something bugging me though, how would a chipped tooth make you more succeptible to poison damage xD?

57 Replies 161,790 Views

I had trouble finding this at first too. I think they should add a shortcut in the Spellbook that takes you there, or a little button in the minimap next to spellbook. Anyways you can dispel your enchantments by going to the screen where you can see the Ledger, Design Units, Kingdom INfo. One of those buttons shows all your current spells and their upkeep. Sorry but I dont remember the exact name of that screen but that should help you find it. Hope this helps.

2 Replies 1,777 Views

In the quest where you defend the caravan from a troll attack, several turns into the fight the game froze. This happened right after the Troll shaman casted Barb. I could move my cursor around but the current turn portrait belonged to the troll even though I had my sovereign selected (he was next turn). After right clicking a few times the battle auto resolved, then the game crashed to desktop when I selected the next step in the quest. Zip below: <a href="http://dl.dropbox.c

0 Replies 2,864 Views

This is something I always discuss with my brother. There is something we always say about multiplayer/MMO's usually and that is that playing with other people is the beauty and at the same time the bane of those type of games. For example, Worlf Of Warcraft. Heres a game that is an example of how the player base can ruin it for everyone else just looking to enjoy the game. Everything has been taken to spread sheets and if you divert by a small amount then you will have a bunch of random peop

129 Replies 544,516 Views

Lord Relias Master Adventurer - All troops have a free Scouts Pack Queen Procipinee Shard Mastery- All Shards count as 2. Or maybe 1.5? Lady Irane Looter - All armies receive extra loot from battles I know you said simple but if you ever need any ideas on skill trees for sovereigns/champions take a look at this thread ttp://forums.elementalgame.com/388600 . There are also some i

47 Replies 29,553 Views

Wow great job! Was this done using Maya? I haven't been trying to get my models in game from Max in a while, I kinda got burned out from it. Nevertheless glad to see you got this to work, keep it up!

76 Replies 77,060 Views

There is a mod somewhere around the forum that converts those 2 units into spiders instead of sentinels. Do a search for Spiderworshipper and you could follow that example, this was a topic quite a while back but I tried it and it worked.

4 Replies 4,031 Views

[quote]It really depends on the company and really even then it depends on the project. In my experience, the Designer sets up the broad strokes, the Producer is the one who makes it happen. A good Producer is a pre-requisite for a good game. And a good Producer is heavily involved in the design. At Stardock, we have the term "Lead Designer" which sets out the broad strokes of what the game is. The lead designer sketches out the basic mechanics and general rule sets. Th

64 Replies 127,485 Views

[quote who="3DGrunge" reply="19" id="2804387"]Did you name the point correctly? [/quote] Yup, I named it "hand_right_Lcf". I tried several other things as well; like making a dummy, renaming the hands as well as applying the modifier in the example above and nothing seemed to work. One thing I did notice was that when I open my model in the havok preview tool and then I open one of the game's model in the same scene my model will be in a different axis. But when I go to t

20 Replies 96,412 Views

Well points didn't work for me, but playing around with 3DSMax I found that there is a modifier called "Havok Local Frame" which I added to my skeleton's hand but when I went into the game I couldn't get a weapon on my hands. When I open the skeleton in the Havok Preview tool the XML looks similar to how a Sovereigns Skeleton xml looks. So I guess this is another tiny step in the right direction. As for the Havok Local Frame modifier; if you add it to a bone you will get a big "LF" ov

20 Replies 96,412 Views

Ohhhhhhh thats kind of obvious and I didn't think about it dohhhhhhhhhh. I'm going to try this now see what happens! On another note I found out that if I export a model that is not whole I will get problems with the ingame animation. Example: The stickman's mesh I've been using for testing purposes was made up of 2 meshes. The head and the body. So I exported it all to a single file and when I start the game, the model gets all distorted. So I went back and deleted the h

20 Replies 96,412 Views

Thanks 3DGrunge, I'll definitely come back and take a look at this next time I texture something for Elemental :D! @Onion Yeah sadly atm we can't play around with the game's assets since we can only export but not import them :(. If you have the Havok Preview tool installed you should be able to open the .hkb files without problems. I open them up a lot to use them as reference and see what's going on with them. I think the first time I tried opening them it gave me an error t

37 Replies 160,538 Views

The only way I know how to use the ingame textures is to copy whatever image I plan on using, then flip it vertically. Next I UVWMap my model with this flipped texture and when I put my hkb file in the proper folder the original texture is flipped therefore my UVs will work. I am still in a learning phase in Max so I honestly don't really know what "making m the diffuse color of the material" means, if you could explain this it would be awesome :D.

37 Replies 160,538 Views

I haven't updated this thread in a while because I have been learning 3DSMax and using Havok through 3DSMax to get my models in-game. After getting some experience with 3DSMax I actually learned how to properly use the Havok Filter Manager and even managed to get a custom animation working for my custom model. If you would like to learn more about that go here . Bad news is, I don't think that as of this moment its po

37 Replies 160,538 Views

I finally got got an animation to work!!!!!!!!!!!!!!!!!!!!! So far my attempts have been futile and my model refused to move the slightest till today. I decided to try and make an animation pack containing all the types to see if I could get anything going and making a separate race as well so I could test it with that. I decided to copy all the CPELF XML files so I could follow it as a guideline and I modified em by adding a SM (For stickman) tag in fron

20 Replies 96,412 Views

So today I got another step closer in uncovering the secret required to import your own custom animations into Elemental. I've been trying to get the model I made for my animated pedestrian and using that as a custom sovereign. Getting the model in itself to show isn't a problem, but animating it on the other hand is. If you look through the sovereign animation packs xml you'll see that theres a bunch of stuff there, which is basically defining the packs and subpacks, which in turn defin

20 Replies 96,412 Views

Greetings I've been fiddling around some more with getting models in game and I thought I would share what I've done so far. With time I will hopefully keep adding more props to this pack and will update accordingly. Heres a preview of the current model I'm putting up, the Pedestrian Worshipper. I got this idea from Ravenx and figured I'd start by doing that :). If anything you could

1 Replies 21,182 Views

I've been experimenting with more animation stuff since my last post, so I guess I've been at it for almost 2 hours wth did that time go damn... Anyways I just found about the attachement code trying to get a custom sovereign to hold a custom made "sword". I failed in getting the animations properly working for my super Stickman sov. At least, this time around the game didn't crash. I did manage to get some interesting results when exporting my HKX's. First I created a Stickman, then

20 Replies 96,412 Views

Adding 3 templates is really nice indeed, I saved a bunch of time messing around with a prop I wanted to get in the game. Last night I was experimenting some with animating stuff and I came up with the lame idea of making a door that was trying to be forced open. This experiment yielded some interesting results that I think I should share with fellow animators. Ok so first of all, I tried animating the door the easy way, I just rotated the door object itself to make it seem as if it w

20 Replies 96,412 Views

I am in no way an expert Desktop X user, but I tried changing the UI's in the Screens folder just to see if it would do anything in-game, and after toying with it for a bit no matter what change I made, there was no apparent change ingame. I believe someone somewhere said that the UI's atm are hardcoded, or that we needed an API provided by Stardock in order to modify it. Another interesting thing I've seen is that some Devs have told people with UI issues to delete their screens fold

44 Replies 116,906 Views

Great news, I managed to get my animation in game. In my case I added it as a Pedestrian Prop! Woot this means we can add any asset into the game (I think). Next I will try to add her as a custom sovereign. Here you can see the brand new girl prop running in an endless loop as her Idle animation. I had to do some XML tweaking but it wasnt that hard to do. There was an orientatio

20 Replies 96,412 Views