I'd support that. There are actually a few finished mods around but it's pretty hard to find them in this unsorted forum. Besides you sometimes can't tell if it's a WIP or a REL or no mod at all since not everybody puts those nice and nifty [WIP], [REL] or [IDEA] tags in their title.
Barranoid
[quote who="eldrone" reply="3" id="2751321"]Actually, this is how it is with those special textures: Havok doesn't do anything with the visual representation of the models ingame, it's all down to how the shaders handle the textures, and in this case it's the texture colouring I mentioned further up. EDIT: I'm not sure which one of the textures elemental will load if there is both dds and png of the same name in the same folder, but I'm guessing it'll favor the dds, whil
M.A.X ahhhh the good ol days! The game sucked. No I mean really it was one of the very first games back then that were bugged as hell! Okay I have to admit I liked it even if it was bugged. However I don't think that the Elemental engine would be a good base for such a game. As overkillbunny already said the only thing those two games have in common is that they are turn based. Period. Elemental is more into the RPG-Strategy direction making most of it's features usele
PNG is well...think of it as combination of jpg and gif. It's most likely compressed to a certain degree and has one alpha channel. AFAIK the ones used in Elemental are uncompressed, have one alphe channel and are simple (not interlanced). Funny thing is I noticed the problems you mentioned for the first time here in Elemental. Looks like some of the png's have a kinda bugged alpha channel. While my Photoshop has some problems with it and even my usually not so demanding Paintshop seems to su
Sweeeeeet! Will try that out.
1. Not possible right now since we can't import our own 3D models into the game. Sounds however shouldn't be any problem at all. 2. See point 1 3. That's rather easy to do. I think somebody is already doing it. 4. Hmmmm...that one could be complicated. How do you want the limit to work? Limit the amount of buildable cities and/or the amount of conquerable ones? All in all I doubt that this is possible. 5. Yay to the faction editor, texture mods and the ablitiy
New version available. Just added an additional weapon (mace). No need to update if you're already satisfied with the 6 dual wield weapons from version 0.5 ;)
Nice one! This really adds to the customization. I'd do somethin like that too but on the other hand....naaaah. As for the armors : Check the already available armor mods first to avoid compability issues. [random stuff]We rally need a better system for the ingame shop. Things are getting pretty confusing with all that new stuff.[/random stuff]
Yay thanks guys :D
[quote who="kyogre12" reply="111" id="2742530"] Quoting Barranoid, reply 110Is this sticky dead by now? Seriously? I updated it yesterday, and replied ~2 hours before you posted. It's totally dead. Speaking of which, the list has been updated.[/quote] Oo Forget my post...somehow the forums told me the last posting was on April the 17th [e digicons]o_O[/e]
Is this sticky dead by now?
Pretty easy. The "dirty way" would be just go to your .../Elemental/data/English/ folder and open up CoreWeapons.xml for example. Well now go and delete the line false from every weapon you want to be available during sov creation. Good thing is : You can get anything you want. Opening up CoreArmors.xml would do tha same for...yeah armors. Bad thing is : You can basicly put the games balance where
[quote who="Novaburst" reply="2" id="2741642"]May I ask how you did this? Was it a matter of changing the looks and stats on shields to match that of a weapon?[/quote] That was actually rather easy. The game offers different attachement points for...well...stuff. Taking equipment like swords and adding it to such an attachment point can be done really quickly. The problem is, that you can not make somebody actually have two REAL weapons at the same time...oka
[quote who="otakucore2" reply="2" id="2741393"]If you can even get a unit to appear hovering above another unit, that would be useful information for modders. This will be huge once 3D is opened up.[/quote] That is already possible, however it looks really awfull. Will try a few things out in the next step. I still want to have mountable spiders, dragons and uhhh...golems maybe? Damn I want my own mountable slave!!! Okay I'm going over board with that -.- Ahhh I'l
Okay so after my " Armors that shouldn't be there " minimod I decided that there are not enough weapons in the game. Since I haven't found any way to put my own 3D models into the game yet I thought that at least it was time for some dual wielding to make things at least a little bit more uber. So here it is. My dual wield mod. What it does? I
[quote who="FM_Kilgore" reply="14" id="2741211"] Quoting James009D, reply 11 That goes into your "Mods" folder. The game is not picking up these changes. Where exactly are you putting this?[/quote] You have to enable "Mods" in your game options. @James009D : Some great mods ye have there :) Really expands the overall game experience.
I'm working on it right now but can't promisse anything. The bigest problem is, that as it seems right now only Warghs and horses have the right skeletal animations needed...at least spiders don't seem to want to be mounted :D
Added a version that makes all armors available in the sovereign creation. I personally don't like that, it breaks the game in terms of balance but if you want to take a closer look on the new armors or just want to be badass right from the start, this version is for you.
[quote who="rancmiller" reply="6" id="2740515"]Link broken for me...[/quote] Well the link did just fine...however I packed it into a zip file now. That should make things less complicated. You have to unpack it into your .../Documents/My Games/Elemental/Items/ folder.
Yay that's the good stuff! Really like em. But I think I might wait until we have a chance to actually put in 3D model based undead into the game till I'll start playing with undead in MY Elemental ;)
Hope you guys like it. I think I might change some of the stats further as right now all armors are pretty high tier. If somebody wants to use the armors during souvereign creation just open the xml file and delete the following line from each armor piece (easy in notepad just press CTRL+H put the line in the searchfield and leave the replace field blank) false</IsAvailableForSovereignCustomizatio
First of all this wasn't my idea at all. KillzEmAllGod came up with taking some of the old beta armors and I basicly took that idea and made my own version. So what it does : It adds some armors that actuall
Yep works just fine :) Great work!
That helps...I really could have thought of this myself -.- ...but why is the value 0 instead of 1? Thats weird. EDIT : P hew...it will take a while but right now I'm putting it all together to be actually "useable". Values, balance and stuff...Some textures seem to be missing so I'll draw a few new ones. Can't do anything against broken models tho, so I'll spend some time with debuging ^_^ Heh this actually finally ads some "f
Just a little question : Are the items already useable for designing units or do I have to put the true to each item? Didn't try it out yet, so this is just a question out of curiosity (am at work, can't try it out therefore).