Heavenfall, I've a request... could you take out hooded clothing articles availability, or at least not put many versions? They have a side-effecting of making the npcs (kids, heroes) that spawn with them to not have a hair mesh (they appear bold after removal of the hooded cloak/robe). If that's unreasonable in the light of work you've done already, that's okay, but I thought I'd ask :). About the embassy, huh. It's the first tree centerpiece I done :P. Couldn't resist doing
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Up to Kalin on the city hubs :P. If he wants to take over 4 and 5 I will gladly let him and release the hold, as I've said, I love that tree :). Alternately, we could do some joint building, if Kalin would let me download his tile and see if I could play with it to make it all work together.
Do you guys think this will pass for an embassy? Side:
Those textures are lovely! Are there going to be more? :P And smelter's done. I've made 2 versions it, one with cauldron smoke, and one without. While I like the concept of the 'with smoke' one, I'd like it more if I could scale down the effect to be smaller, not quite going as high as the chimneys. Unfortunately, the particle editor got some steep learning curve, and I don't want to sit down and figure it out (yet anyway) for the sake of editing one effect :P. So as i
I was thinking about the wall being underneath the platform (repeating its shape), so it wouldn't really affect the tree :P. Might end up looking too busy/crammed together though. However that idea turns out, I think this looks way better than the generic concept I had in mind for 4 and 5... Hrm. While we sort out city cores, I'll try my hand at the smelter.
Damn... I actually really, really like that giant tree look in game. Kalin, and guys, I've an idea. Let me edit my core 1,2,3 to account for that growing tree in the middle. Then Kalin can take over core 4 and 5 since I haven't started them. Kalin, you think that you can put our version of advanced wall around core 4 and 5 for continuity purposes, too?
About racial abilities: I like + to materials more than + to intelligence, even if they are currently a bit too abundant. Really though, I feel all the resources are too abundant, so I guess that's a poor indicator :P. On the other hand, I do like the idea of small bonus to essence. John_Hughes, afraid I don't like the blue either, it clashes too much. The concept and building itself though is cool! By the way, what objects are those blue things? :P If we had blue/white/gray col
Okay. Holler if you want help :). Meanwhile, I've stumbled on a neato little anvil model and got sidetracked. Does anyone mind if I do the blacksmith? I'll finish the two city cores too, just thought I'd take an interim break from all the 4x4s in between.
Raa00, while the topic is dynasty/traits, do off-springs always supposed to inherit the ability of their same gender parent? If so, please consider that the
Ha. The things I could do with more scale sliders... ah well, making do with what's given :). Havenfall, could I grab back some of the tiles I did that you've modified? I've been placing them up all side by side recently, and the pedestrian and small objects scale is a bit wonky in some of them (earlier ones). And the abbey towers could probably use a scale down a notch. Unless you are planning to make things/scales more uniform across all the tiles closer to the completion?</
As a point of curiosity, could something opposite of hardy trait be done race-wide? Something like 1-2 less hit points for units? Can give them dnd flavor (-2 racial con) drawback, if we need more to balance the bonuses. I think I remember a mention of giving them a small bonus to arcane research too... did that get scrapped?
I'm not sure... on one hand, that can pretty much 'clear out' the forests adjacent to the elven cities, should a player wish to do that. On another hand, the elven city is supposed to be the fusion of a forest/civilization, so it makes sense. Plus, currently our elven cities do look foresty enough to warrant the bonus. :) I'd say lets finish the mod and do a test run game with the race with the feature enabled? Btw, what are we currently at with elven bonuses/dr
Thank you for kind words, BoogieBac! Cool to see that developers are looking at the modding projects :) City Core 3: I'm not a big fan of the picket fence look, looks a bit too rough/human-ish/fallen-ish, but I think I made it work. And as always, open for comments and can do edits :) <a href="http://www.mediafire.com/file/f3h8pl
City hubs all around! :P Being built: City Core 1: City Core 2: <img src="http://www.mediafire.com/imgbnc.php/0cf98309b401f00974e9cd18420e96456g.jpg" alt="" width="485" height="
Jharii, I've been eyeing Civ5... hate what they did with Steamworks though. But maybe one day :). Heavenfall, so if I just wall the later cityhubs with the walls that look like those you've tweaked, it should work, right?
No, I can work walls, sure. But... explain the internal wall that upgrades along with the city mechanic to me, please?I understand the basic premise, the walls around the whole city (not just the core) upgrade automatically, given the structure that provides them is built. How does that work with the city core, though? Is there a wall around the border of the 2x2 core tile that appears/upgrades when improvement (fort, etc.) is built? If so should I bother with a simila
Could someone remind me how the city hub transformations go? There are 5 or 6 K_outpost tiles loading up that are pretty much the same version of an outpost being built and err... how do they get used? Looks like I haven't paid enough attention playing the game :P. What I recall: Founding city: Being built 10ppl = mining outpost (lvl1 hub) next up =village (lvl2 hub, I persume) next up =town (lvl3 hub) next up =city (lvl4 hub) ne
WB, John :) Lost Library: (same deal, no walling in, just fixed it up and put trees/green decoration tiles) Lost Library being built: .XMLs: <a href="http://www.mediafire.com/fi
It's tomorrow! :P Sorry about object count, Heavenfall, I try to keep it down :/ Mint of Ruvenna being built: Ancient Temple: Instead of building up walls around it, restored the structure and planted more trees. <img src="http://www.mediafire.com/imgbnc.php/49e9fbeca19272276b4233a5ebd0f3a56g.jpg" alt="" width="419" hei
So... about that darned Mint... Version 8: In game: The intention was to do something with statues. I suck at working with statues, so there are none :P I'll do WIP tile tomorro
Hey, I'll be my own worst critic and say I don't like it also.. it's the reason I didn't take the tile :P. I tossed it here as an idea, really, maybe some other combination of objects could work. The default advanced wall is kinda designed for the purpose though, it's hard to beat that. The mint's giving me trouble... I'm going to walk away for a day to clear the head and take another stab at it then :).
Excuse the quick hack-job on this, but just to demonstrate the idea behind 'thinning' the advanced walls: (stuck both near each other for comparision, no trees, and mind you no guarantee that corners can be made to work, though) http://www.mediafire.com/imgbnc.php/bb0eee1db7e29801e29757698ba6a0fd6g.jpg <a href="http://www.mediafire.com/imgbnc.php/62e63593ee7fce030d28
Likely. I liked what you've done with hedge and fence, made them look more part of the forest, instead of boxing the forest in. I tried playing with lvl3 walls the other day, using the Advanced Dungeon Support, Advanced Dungeon Stone connector and rotated Desert Platform for decoration, but I coudn't make it curve nice, so forestifying defaults are looking be the best option.
I really like the elven versions, lot more forest-y! I also see a problem with Abbey :/. Looks like tiles adjust themselves for irregularities in terrain and that bridgework between the towers becomes discontinuous. Is there a way to fix the height of some objects in a tile?
Few things :) 1) Enlighten the ignorant, 1x1 pedestrian scale, is that middle of the slider, or the default as it shows up in the forge? (I've been scaling them down on occasion from the default, but I've also used as is...) 2)Heavenfall, should we also do Dragon Roost, Spider Nest and Drath Village tiles? 3) Palace, done! Front (kept the fountain :P) </