As long as you guys install the files Heavenfall provided couple posts back (it's a model and a hook up for the editor), you'll be able to see the wheel in the builder's forge and use it when making your own buildings. To make it rotate you going to have to animate it yourself though (it's an option on the same pannel where you play with object scales) And as long as the end user has the model in their mods folder (which will be included with the mod since at least one us is u
oddrheia
Thanks!!! It's perfect, the grey texture strip looks like it belongs too! Video here: http://www.youtube.com/watch?v=MOp4f_O2tLU
M. Agrippa, you give me far, far too much credit when it comes to the Particle cauldron... any time I fire it up, it's a full-blown up war waiting to happen, and I don't win it all that often. [e digicons]:D[/e] Not possible to make a true 3d object-like effect... all emitters are flat, and while beams can be rotated to construct something akin to a wheel object, they'd suffer the same problem... they'd be rotating around their own middle instead of the composite whole's middle.
Yup, can do. I'll keep the swords and play with the increased size, as well as trying out side-wise spikes for the warrior temple. What I can't do is making the spiky wheels rotate in the garrison :(. The limitation with of current animations is that no matter around which axis objects are rotated, you cannot specify the exact point around which they rotate... it's always the middle of the object. So I can't make several objects behave as a singular whole... can only make individual s
Righty, so I looked over my checklist earlier, and it looks like I am roughly half way through with the golem tileset, sans build tiles, (which I'm sure I'll regret putting off till later at some point, but this point hasn't arrived yet :P). Current plan is to finish all the 'ready tiles', do some polish/check for fixed height/scale issues, and then do the built tiles... Right now it looks like arcane improvements have some kind of combination of either/or both spiral towers and
All standard humans are borning, true :). Floating armor idea is cool, I think I'd like to see that! Bone orges return would be interesting too... though dragons are already in game. Hm... creatures. Is there anything in game that can be adapted as fae for kingdoms? Would fit with lush greens environments kingdoms are in.
Usually, when I think about kingdom v.s. empire differences, kingdom have more defensive edge whereas empires are offensive. So, some ideas? Kingdom: Abbey Monk (low attack/defence, mend unit ability) Defender (high defence/ low attack, shield unit ability) Counsular (mid attack/defence, mediate conflict ability that has a high chance that targeted unit will miss their turn) Empire: Alchemist (low attack/defence, thr
Yep, definately understand how much of a chore managing one unique tree is, let alone more. I guess I understand why the vanilla factions use only two tilesets better now. It's a shame, they have enough thematic differences to warrant unique ones each, but the amount of work behind that is staggering. To give you some feedback on unique units, I think they look AMAZING. I personally dislike how squads/companies look, much preferring the single units, but that's just aethetics, I guess
I come emptyhanded :P. Didn't have the chance/time to work on more stuff. But, what you have in mind for quest graphics? Intro pictures/object icons? I can certainly keep an eye out, and if stuble on any art that is fitting, it's easy enough to convert it for elemental use. :)
So, not nearly as much time with the editor as I would have liked this week, but I did tackle the temple of telenanth (+arcane, +mana). Besides the cool name it got a good bit of lore and myth attached to it, which I I liked. Got stuck on it for a while, too. Ignore the kingdom fence, please. I was updating my mods and nuked the old golems folder which had my wallsets and cityhub xmls, along with my reskinned crystals and trees... tiles are safe though. (so is all of the reskinned stu
Never tried my hand at tactical maps... I will eventually, I suppose :). But the editor has been crashing on me a lot lately, so I'll poke around with what I set to do first. Maybe try a tactical map or two later. I also got a little busy lately, so not as much time with the editor as I'd like. Still, I got the 2 versions of the wolves quest done. (And then realized the tiles are going to be around for like 5-7 turns max, haha. Oh well.) Wolves got themselves a pair of proper lairs in
Angels use CPELF tech tree too, so they bound to have had the same problem :).
Hihi. Got a bit stuck on temple of telenanth tile, and then got busy with other things... should iron out a couple more tiles soon though... Recent stuff looks great, though! Great job, everyone :) Oh... last weekend I played a small map against angels, not the most recent update, but still... didn't get to see a lot of their buildings, but they were building lots of studies, and those looked amazingly good in game! I loved that blue glow on the roof reflecting off the s
Hey, Heavenfall... I've fired up a game playing as elves during the weekend (prior to 8.4 update) and ran into a small issue, which I don't think is very recent. Researching treaties and aliances techs did not do anything for me (elves). No treaties appeared in the diplomacy window. I was about to go bug it, but decided to poke at the code myself first. There is a Treaties.xml in the default data folder. Economic, research and aliance treaties have tech pre-reqs there. So, elv
Hey, Nimbyjester... while I've been cleaning up my mods directory and updating the current selection, I tried to redownload your staves and I'm getting an error. This one: [quote] Error (5xx) Something went wrong. Don't worry your files are still safe and the Dropboxers have been notified. Check out our FAQ or forums for help. Or maybe you should try heading <a href="https://ww
*waves* More spell graphics :) Managed to get them done closer to elemental style this around, used in-game backgrounds too. And no need for the 'background' icon file this time around either. Just one icon per spell. Paintings: Icons: <img
Crystlshake: I like the topmost piece at acute angle. If you think it hides too much of the cauldron from top-down view, maybe move it back a little instead of changing the angle? I'd leave it as is honestly. It looks fantastic :). And, yeah, the floating script are still emitters, they don't move or do anything, just sit still. --- Now, I've emerald palace done. (lvl 5, +arcane, + mana, unique, uncovered with domination tech). And I'll spare the rant about making anyt
100? Phew, I think I'm under the limit, hehe. Was afraid of that. I'll start sending you the tiles soon-ish. With the amount of back and forth tweaking I do to adjust the look as I add new stuff, I just thought I'd send you the spam mail of multiple versions. Also, fixed up the ancient temple resource building. Less techno-wizardy (because particle cauldron hates me), more reparation and adapting it for golem use this time around. <img src="http://img842.imageshack.us/im
Niiice! Still trying to deconstruct what the heck you used to make that! :) And while I'm still on the arcane theme, temple of souls (next to the tower of sorcery)
Welcome back, cptcasey! :) I reworked the old arcane lab into the hall of sorcery and moved the two spiral pieces clother together on the new lab. So with this, there is two other arcane improvements left, and they are lvl 5, 1x1 (Emerald Palace and Temple of Telenanth ). There is also a lvl 3 mana related improvement, temple of souls, and 1 per game order of draginol tha
My old temple tile was a 2x2 if memory serves. I'll make you two sets for a problem with wolves and Fresh ruins set of quests to start with and see what's left after. Gimme a week-ish. :)
Made another one :). I originally intended this to be hall of sorcery ( 1x1 one per city arcane improvement) but... I think it would make a better arcane lab. For one, it has a nice duality with archivists/master archvists. Two it looks a little better repeated, three, it has a bit smaller dimensions than current arcane lab, and I think the old one could be adapted into either a hall of sorcery or temple of
You want tiles? I'll make you some [e digicons]:grin:[/e] . I'd like to keep my sights on finishing up golems tilest as priority, but now and again I do come up with something that doesn't fit there, or just need a creative break. Any specific requests or you just want some fillers? How do goodie huts behave, btw? Are they 1x1/2x2 that gets 'shrunk' on map, or the tiles appears scaled the same as one makes it?
Hey, Winn :) I think you should also look into object scales compared to few other buildings in cpelf tileset. I know I go on and on and on about that, but I think it's important to consistent look as whole. Offhand, the current arches (and it would apply to them being flipped to make pillars) look thicker and possibly higher than, say, anything inthe fortress tile (most advanced defence related improvement), nevermind the shorter trade-centers, bazaars, barracks, guilds, construction
Ooh, I like the trasmutation school/tome idea. Things like reverse alchemy also. For example gold - > mana, materials -> mana, metal - > mana. Though, actually nevermind that. Too unbalanced with how abundant some resources can become in game. Crystals + gold to mana conversion may work, however, they are powering magic items after all. Materials + mana + gold -> metal could work. Metal + ridic