oddrheia

oddrheia

Joined Member # 2976784
9 Posts 212 Replies 848 Reputation

Nimbyjester: Whenever you have time to, please :) I've played around with zx/xy etc render options for emitters (can't do that with beams at all?) but I can't get the effect to rotate around the plane at all. There are values to do it, I think I saw... but how they are determined and measured is all... chineese to me. Trial and error (LOTS of trial and error) resulted in absolutely nothing so far.

4 Replies 5,418 Views

Hi, everyone. Particle cauldron has beat me, fair and square, I guess, LOL. I am in the process of trying to create a visual effect for a tile: an indefinite duration lightening beam that goes horizontally from one corner of a 1x1 tile to another. To help visualize, here is the tile: I want the beam to originate in between one pair of horizontal crystals up top, and en

4 Replies 5,418 Views

You know, I did the same thing :P My very first version of the hovel actually became a shanty... before I scrapped it and redid due to scale issues (too small). Another version of golem city, this time with shanty, master archivists (that are lacking a visual effect of a lightening beam between horizontal crystals because I am completely inept with a particle editor) and an advanced city core (not finalized, but probably lvl 4-ish. Sans proper walls, again. <img src="http://im

334 Replies 616,125 Views

Have any of you guys played with particle editor? I'm trying to create a a pair of (indefinite) horizontal (I can manage vertical, lol) lightening strikes that kinda goes diagonally from one corner of the 1x1 tile to another. And I'm about ready to throw a white flag. I have a new appreciation for Icecrown skills now, too, sheesh!

334 Replies 616,125 Views

Aw, that's too bad. Totally understandable, though! Tell you what, I'll do what you will include first. And if I won't run out of inspiration I'll do the rest and maybe learn how to handle the tech tree/updates to lend a hand. No need to put the cart ahead of a horse, hey? :) Also, what do you mean by 'rotating' the workshop? It's just like regular built tile in game... select it, and before you click to place it, press shift and use mouseweel to rotate which way you want the building

334 Replies 616,125 Views

Ooh, that arcane lab is nice! Hrm. Early snapshot: random city core (prolly 2), bunch of hovels, 3 labor pits, few archivists (crystalline stuff), few lore shops (spiraly things), monument and tower of dominion. Oh, and ignore the city walls. They don't belong. And it looks better in full

334 Replies 616,125 Views

This is going to pain me as a kingdoms lover, but I've never got empire game far enough to build master archivist... I know what it does, and its dimensions, but... does it replace (upgrade) the regular archivist tile or is it a separate improvement entierly? Edit: Nevermind! Fired a test game and they are separate improvements!

334 Replies 616,125 Views

By the way, Havenfall, the reason I'm not sending you tiles yet, is that I want to finish the chunk, load them all in game and make sure that multiples of housing/labs etc look good and then make the WIP tiles in bulk. If the initial tile going to need tweaking I'd rather avoid doing double work and doing the WIP tile twice as well. You'll have them tho! :) Hovel: Shanty: <img src="http://im

334 Replies 616,125 Views

I'm not HF but... :P I think Mushroom/fungi plants would work with the theme you have going. Can probably even rescaled to be more small tree - like. They work with dead environment, and if not for food, they can serve decorative purposes.

334 Replies 616,125 Views

[quote]@oddrheia that's a very unique look. Could you explain a bit what is going on? [/quote] Uh! Unique in a good or a bad way? :P The first version of that tile actually had that half-circle structure supporting a stone beam that was supposedly 'worked on', but that looked... odd. So I swapped it for a hanging platform with ready to be used construction materials. Area on the ground i

334 Replies 616,125 Views

Heavenfall: thanks!! :) Labor Pit: Not sure about the fence... fussing over the fence took longer than the rest of the tile, which is a bit ridiculous :/.

334 Replies 616,125 Views

*laugh* As easy as that? Well. What prompted the sulking was that I was playing around with some apple trees to add to the monument and realized they stand out too much. But then, I than I thought about it a little more and maybe the absence of those trees is actually a good thing. Icy/frigid/little vegetation look kinda makes sence in the context, and opens up more object count for industious stuff. What use golems have for pretty (living) trees anyway? :) <

334 Replies 616,125 Views

Arc: thanks! Civ Tower is pretty much the same function as beacon of hope, it draws in population (+prestige). Same function as a monument I believe? (+prestige as well) Heavenfall: noted! I'll load up that in game to see how the ground will look, at some point. Want to get my paws on 2x2 tiles first! :) Monument: Sidenote: wow. Tree selection is so limited f

334 Replies 616,125 Views

Quick question: scales. Is there any set standards/guidelines to work with? For example are we using default pedestrian scale, or elves scale (about 50% smaller?) Any other guidelines to work with so we don't end up with things like a farm being 'taller' than an advanced city core if more than 1 person is working on a faction buildings?

334 Replies 616,125 Views

[quote]All the old folks coming out of the shadows to do tiles again, eh? [/quote] It's the only thing I can do decently enough to warrant a reappearance! In all the seriousness tho, it's a coincidence that I dropped by :) Nice to see people over from the elves project! Now, Golems... I think I've an idea for overall theme of their tileset. Remains to see if it works thoug

334 Replies 616,125 Views

Hi guys! Long time no see! I've been mad busy past couple of months, only just recently did 1.1 playthrough since the very first release of the elves, can you believe it? I'll try to squeeze in couple days work during the holidays, but can't promise regular showing, other than that. So, if you'll have me, lemme adopt the chunk of golem king tiles. Tower of Civilization Monument Hovel House Archivist Master Archivist Loreshop Lab

334 Replies 616,125 Views

Yay, it happened! :) It has been a great fun to participate in the making of this, it's wonderful how it all came together :).

45 Replies 49,830 Views

Just dropping a few notes... I'm going to be gone most of the next week on a trip, so I won't be around. However, future community projects, I'd definitely like to chip in. If Raven X wants some help with undead, I'd love to try my hand at those tiles. 'course, like I said, I'll be gone a short while, so can't jump right in. Orcs: Can be fun. Sure, empire architecture can pass for orcish, but there can be a different spin on it: Bone fences and walls, War banners, and gr

598 Replies 3,036,877 Views

I've got another convenience request for the builder's forge: When opening tiles, I'd like to see a keyword search function. Currently, looking through couple hundred tiles trying to fish a particular one to edit is something of an exercise in frustration.

127 Replies 53,550 Views

Got busy here too. Can't give it a proper run until tomorrow at best, will sneak a peak to take screenshots today though :P. Heavenfall, I mailed you the tiles Crystlshake, Just opened the tile in the editor and I agree that the spire needs to get scaled down a notch. It looks really good, but it is a little out of proportion with the rest of the tiles. The problem is, with several modders working on tiles, we don't really have the sense of overall scale and the screen

598 Replies 3,036,877 Views

*laughs* For the record, I'm english alphabet challanged non-native speaker :P. Never memorized the order of the thing. Can look it up of course, but... looking at the editing mess in the making, let's just either: a)grab our own tiles as we go or b) heavenfall assigns a block of tiles to each active modder

598 Replies 3,036,877 Views

This isn't strictly related to the mod itself, and I'm probably just being a noob, but I can't get the beta mod to work unless I move all the .xmls from subfolders into the main mod folder. Anyone knows what's going on? Is there an .ini file option I need to edit anywhere for the game to read subfolders? Anything else?

598 Replies 3,036,877 Views

I've this suspicion that it'll be mostly my tiles that need pruning... So let me get started on it. City cores 1-5 Palace Mint of Ruvenna (I'm seriously fearing this sucker :P) Forts 1-3 Will grab more later.

598 Replies 3,036,877 Views

With the elven race mod nearing its release, I found myself a few extra tiles sitting in my folders. Some of them didn't quite make the final cut for the mod for various reasons, others were never intended for it in the first place, being made in between the efforts. Whatever the reasons, I feel they are good tiles that are wasted without some application. So, I'm releasing them. Feel free to use them as is, modify, recolor, do whatever you want. Give me some credit for the or

1 Replies 3,065 Views

Got busy today, so I haven't played yet. But I will! And I don't mind doing some optimization clean-up, sure. How do you want to go about it? Each takes care of their own tiles, or you want to take time to sweep through them all? Either's fine with me :).

598 Replies 3,036,877 Views