*laughs* That was much ado about nothing, then. Good bit of knowledge, still :).
oddrheia
M. Agrippa: Yeah, treasury is getting a little tweak with a very slight size increase of the bowl that crystals and gold sparkle is in, so the crytals themselves are getting a little bigger as a result. Not planning on adding more effects to the tower of sorcery. The circle on the ground and tiny sparkles on top of the crystal are a custom effect I played around with, so I'd avoid more. I've not decided if I'll make the writing roate in the end or not, I've two versions, one where it
Yup, back to the drawing board with the scenic view. Funny thing, same happened with the elven one. Looks like my first tries at that improvement are destined for tiles' repository, lol. Something different then. One of the unique domination related improvements is Zaleth's Treasury. Much like the other empire domination related techs it's a tribute building (this time around a tribute to Curgen's treasurer, so I'd like to keep a shrine-like quality to it. (and other dominatio
Could get rid of the current structure and replace it with something on top of the stone hill, if that's preferable. I've no problem doing that :). What I was going for is a scenic location with a kind of awe-inspiering structure, eh... size-wise at least. Something like a temple. I kind of associate diplomatic capital with a faction being respected for something. Guess just a different understanding (or misunderstanding?) of what it represents in game.
As promised, in game wallsets screens. I'm including the fullblown screenshots, so be warned the images are quite large. lvl 1 outpost with basic wall lvl 3 city with golems' quivalent of picket wall + fort (probably needs a few more buildings to represent true lvl 3 city size, though) <a href="http://img218.imageshack.us/img218/1069/lvl
That makes sense. Thanks for the example, and especially for looking into it! I think I'll just leave the multiple paths in the tiles .xml files for now then. Or maybe delete all the paths and reopen them in the editor and resave. :)
Sure thing, HERE .
Thanks, kenata :). Why the heck am I getting multiple path changes on some tiles, though? Any ideas? Is it how it supposed to be, or is it my fault for having a tile open in both the forge and .xml editor? For example, I have 2 versions of golems' scenic view tile sitting in my folder. 1 was what I made in the forge. 2nd is exactly the same, except I scaled down 1 pillar using notepad++, and I think adjusted the height of the arch a little. First one got <Tile
I'll take a stab at Gift of Fortune, Shilleagh, & Dagger of Death graphics later. Might not be till the end of the week though, have some other things in the backlog :).
Just wanted to drop by and say that those new units look wicked cool, Heavenfall :). Troll and grimreaper are favorite :)
Lately, when working on custom tiles I've been opening them up in the notepad++ to double check the object scales across the bunch of them for consitency, and I've noticed something. Most of the time, majority of my tiles have line after the various objects code, but before the visual effects code. And that's how it should be, I think. However, here's an odd thing: a few of my other tiles have multiple design path tags. Like this:<
Sure, I will do that. Will edit it in a little later... hopefully a moderator will fix the thread by then so I can include it in Part III post for the sake of organization :/. Edit: Updated part III with Kingdom of Altar as test bunnies for new wallset.
Well... with the roof to ground this is the best I could do with the water falling into a small basin below, it looks better animated: It's the single_waterfall_1 particle, scaled down and moved up (or down, don't remember :P), haven't touched the partcile editor... Grab the tile <a href="http://www.mediafire.com/file/wbdi1cplalddcs1/rheia_angelhouse_temp
Whatcha trying to do with the waterfall? Fountain like look with water going up, or cascading from the roof to the ground?
You are welcome :). I'll take a look at the howling wind, I actually have a more yellow version sitting in my folder, but i didn't like it because it kinda makes the wind look more like fire no matter how much saturation I use [e digicons]:annoyed:[/e] . Also the yellower I make the painting the greener becomes the icon. Not entierly sure why that's happening, haha. Could be color filters I use. Anyway, will try to remake it from scratch a little later and see if it works.
Winnihym, I like them :) I'd put a doorway or a window (whichever looks better) near the base of the hut, though, and make the house roof less flat. Like this, maybe? (I put the two objects that could make up the roof near the building itself for illustration purposes.) Up to you, if you'd like it or not, however! Crystlshake and heavenfall, thanks :).
Haven't played a lot of empire games, but from working on a tileset for one, I seem to recall that empire has very, very limited metal production outputs compared to kingdom and less guildar production that kingdoms. I think it kinda balances out in the end... and for me, kingdom has a better technology 'flow' imho... with empire early techs unlock some powerful buildings, but you can't build them untill your city is lvl 4 or 5. Once again though, not nearly enough empire game
Crystlshake, leave it alone for a day or two... helps sometimes, I've reworked quite a few buildings that way. And, I I think I have finally, finally, finally found the walls progression that I both like (looks good) and that has acceptably light count of objects. Lost count how many times I redone the final wall. Had a really pretty version with crystal stars that had more than 30 object per section... ocbviously scrapped that monster, but darn did it look good :P Anyway, thi
Sure thing! Edit: Worked a little more on the spell paintings, increasing color saturation, sharpness and added some edges so they don't stand out so drastically from the original art. They still stand out, but I can't really convert them to a 'painted' feel of the original art without loosing a lot of detail... colorful backgrounds also didn't really work with them, so... use them untill you find something better, I guess :P. Original art I used with permission
Hi guys :). I dug up some art for spell paintings for you, mostly projectile related stuff. If you like those, I'll make the icons for you as well. Note that I am not the original author, but I had permission to edit and use the original art, which I did. Played with some color channels, effect and blur filters and such. <img src="http://im
And this concludes the small tutorial on wallsets. It's oriented more towards people who, like me, work more with the builder's forge and a lot less with the actual in game code. I hope it is helpful, instead of confusing, especially the third section about testing the appearance of the wallset in game. I can usually find my way around .xml code, but I tend to avoid it whenver I can, so it probably shows... If you have any questions, feel free to ask and I'll answer to t
Last time I played a under the first 1.1, I ran into a similar issue. Coinsidently, with a female bard sovereign and several bard children.
III. After you have your wall tiles made, it's time to see how the set looks in game. For th
II. You have three options to go about creating your new wall set. <span style
CONSTRUCTING CUSTOM WALL SETS <span style="text-decoratio