@John: Its a gift of Fortune, not GOOD fortune. The idea is to make it relevant through the course of the game by giving just enough resources (with a huge variety) to enable you to make a decision as a player. I agree the WTF moments add to the spell. Without the chance of bad, the good is not as fun. I really like the "frozen" decal but I think it looks more "snow" than "ice". Blue and green tints in ice are how you know it is getting thick,
M. Agrippa
@John: Snort. no worries, if you think that is negative try feedback on user acceptance testing from data analysts. I will joyously try and use anything you can throw my way. Hell take a crack at it. Worst thing that happens is we end up with multiple ice effects to use for different spells? As the engine matures, spells that do multi-tile effects that visualize randomized and different tiles instead of the old paint the same? In short [e digic
@oddrheia : I vote V2; having a unique per city building without the dome helps it stand out more where it IS used as an architectural piece. More and different colored mushrooms though, I like the theme where the Golem King food stuff has color to liven the cities up and add contrast. @Winnhym: I like it & vote Hovel; also maybe loose the roof pedestal effect and put a garden or pool? Could a waterfall be coming from the roof
Just a disclaimer, I am not trying to set off a storm of "l33t rig" posts here . You have to be careful, this is the internet. [e digicons] _>[/e] Unplayable is always going to be a relative matter; this game uses a lot of different resources and the scale can be huge. If your models use 2x as many objects as standard, your playing with a lot of factions (some of whic
[e digicons]O:)[/e] That was Murteas idea. I just bumped up the pain on the (balance / fun) pass we discussed that is due to roll out with the next major mod release. [e digicons]}:)[/e] But there is chance of Crystal, Housing and Elementium in it as well. Fortune is a feisty mistress.
Another option I use to stop this is to crank up the difficulty for "World" to increase the monsters. They eat pioneers much better now, helps stop this annoyance in 1.11. Other mod based tricks I use to stop pioneer zergrush, at the low low price of a ton of content: > Add ACP to get some high level wandering ones. I have seen club armies do horrible things to AI zergs. [e digicons]:grin:[/e] https://forums.el
@Murteas : will test the new spells tonight, fast turn around! I thought Howling could be interesting as a positive buff to friendlies, negative buff to enemies, but that is all stuff to sort out in the playtesting. I think 2 in the appropriate book is where they should sit; seems like the right amount of research cost for spells that affect 1 tile/unit. (Earlier availability balanced by high cost and cool downs.) Thanks for the talents for testing! &
Allright gentleman, going to split my comments into two posts to fit in the coffee breaks. First up: Gameplay: I would say go ahead an start using the more accurate modifiers when you have a chance, we start see how they feel for balance / play purposes. The goal of these spells is to affect tactical battles to be more geographically interesting. We are also trying to keep with the larger game spell idea of having each one be uniquely useful.
@ Murteas: Sweet, sweet combat magic! Congrats on getting a beta of a chapter up. Damn John_, I leave work, eat dinner, next thing I know you fixed you have fixed your tile and found a way to get the missing effect on a couple of spells. Slow down, your making me look bad! [e digicons]:P[/e] Seriously though, nice freaking work. I can confirm the code adds the stop to Rain and Grasping (didn't try to add the shard boo
Just wanted to say thanks for fixing this, it was freaking annoying. How did you generate the new animations? Maya or just XML changes?
Just wanted to say I really like how this is going, the cities look like they will be much better and could use the variety. I actually see the game mods splitting into "high res / performance" and "low res / performance" versions and stuff like this to help differentiate the factions. You can only do so much to bridge the fact that some of us have 2 Gigs of RAM on our video cards and others have 2 gigs of RAM. Send me a PM if / when you want help with
@ Winnihym: I like the angel spiral elevated housing. Have you considered changing the lower level tiers / steps from the generic building they have now to make it more settlement like? I am picturing lower tiers having gardens of pot
@John : Alright, I get it. And for a "feel" that seems perfect to me. I will try out the snow effect when I get a chance, could you give me a path towards it in builders forge? I was looking and best I found was the flowers. I am actually kind of happy with it in game, was able to use layered object rotation to kind of get the idea I was looking for. I think it might just be too tall when applied to a tactical tile with models. @He
I have updated my sub mod for Elven Weapons to be fully compatible with Upgraded Weapons 1.4. I recommend everyone using 1.4 update to the new version. File is available at the link above in the main thread. Changes are as follows: v1.1 Modified for main Upgraded Weapons 1. 4 Elven Short Sword > dropped Slip Defense , now has Pierce Huge Machete > dropped Deca
To respond: @ John That is freaking fantastic! I really like the decal; were you going for the effect where you matched the cracks to the fingers? What were you thinking for multi-model units? Scaling them up would make perfect sense to me, but is it even possible to detect the number of models and choose a tile appropriately? @bout Annoying Engine Limitation: Well, that is a pain and I hope you triumph whil
Howdy, first up for feedback my iced tile for Freezing Rain. Not sure how well this will scale in tactical, so lets just call this one draft 1: With the Sparkly: And at what I believe is scale: <img src="http://www.mediafire.com/imgbnc.php/011999bbddac09600b08301415b7556b7de7c3d651f1e1516fb05562c72a5f6d6g.jpg" alt=
I think that your best plan would be to go with #3 and push for making the XML better. While I really like the ideas for #1 and think #2 offers possibility, there is a certain lack of robustness in the tactical system right now. Since the push for 1.2 is coming up soon, it seems like the right time to push for these kind of changes (ex: Heavenfall's request for better world building tags). I think you really need some of those XML tags for the other ideas you describe.
That is the exact system I was thinking of. You know anywhere we can post / PM the overlords about adding that mystical tag?
@ Winnihym: that is exactly what I was thinking, it and Lib look nice! I agree with John that the water pool should be put back in for the color contrast; it would also make an excellent home for an effect for the tile as a finishing touch. Maybe scale up the effect when moving Study > Lib? @John_Hughes : No way to "flatten" the dome? I guess things like skylights are more of a villa feature anyways!
Makes sense, the non-counter of specials is something I have noticed. For balance that seems to overpower specials in general, is there a way to allow counters to them? Seems like one of those deeper code balancing issues that crop up from time to time in this game... If you COULD counter specials then Slip Defense becomes much cooler again, especially at 1 per battle.
With the release of 1.11 and its AI, I have started really enjoying playing the game rather than just playing WITH the game. For me the mods created by this community are the critical piece of that due to the content, depth, and systems they add to the game . This made me curious, what does your modded Elemental look like? How do you manage the mods? Please list the mods you play with, what you find cool about them, and where you would like to see more cros
Ok, here is my humbly submitted two cents: Kenata : I totally understand the reasoning for turning down the power of those abilities in the main Upgraded Weapons. Deep Gash & Decapitate would both be OP using the max health, and having played with Slip Defense last night I can agree it is too open for cheese in the current form. On the other hand it IS a lot of fun to play with, might I suggest: >> Add these abilities to the next version o
Howdy, lurker from the peanut gallery. Just wanted to say what a great job ya'll are doing making these tiles, will improve immersion on EF hugely for me at least. I submit the following feedback on your coolness: @oddrheia : Dude, the insane geometry golem king is fantastic! @ john_hughes : I like the upper green window on the LS house, but agree with heavenfall it looks a little off. Have you considered making it larger and p
No worries John, I noticed that you were kind of busy creating awesome buildings for Living Stone. Well do I understand the limited nature of time to mod, was more if you were interested / inclined. Gave me a kick to start playing with the tile creator in any case. Do you have any tips on zoom performance, I think it looks really good in game until you zoom in to the closest settings, where it looks short if a character is standing next to it. What wou
Nice work, thanks for posting the fix! [e digicons]:thumbsup:[/e]