That was the plan for the dark riders. If you take something away from a faction (such as wargs) you can add it back in later as something special to unlock. Only the top of the top in goblin society have the skill and balls to ride wargs. They'll be one of their top units. Certainly not peasants.
Heavenfall
I've updated the original post with all the guidelines. I realize they may appear daunting, but I believe they are necessary. However, I'm not a bad guy and I prefer improving things rather than throwing them out. I think for the whole elf community project I only rejected two tiles out of fifty.
Agree with the sovereign thing. You either make an early fighter, or you make one with high charisma and tech/arcane research. The rest is meaningless flavour.
Great. For now, just try to get comfortable with the workshop and start thinking about how each faction's buildings should look (based on faction descriptions and unit graphics). When we have one or two more guys, I'll draw up a text on the limits that we need to heed when designing tiles.
There's no way to mod in global modifiers, there's not even a way to mod in auto-triggering effects. Those warnings are heavily hardcoded.
Thanks for replying. I'll wait for a few more to show interest, and then I'll start it up. Slow is fine, time is not an issue.
You're using Railgun's Balance Project. It redefines what armor you can and can't wear. It is not compatible with expandedfactions.
I'm aware of the problem, it will be changed in 2.0.
I mean, I didn't know.
In my opinion the design simply needs to be better to make it look organic. I personally believe that a city of Elves from the Elves community project looks more organic than the elemental vanilla sets. We dared go closer to the tile edge with our buildings, and thus we ended up with a coherent design instead of the little plots that you see in vanilla.
Looks like a solid list, if a little vague. Making "the" fantasy rts game is absolutely within reach. I hope that you can turn this investment into a profit, if you haven't. Long-term, what can I say. THIS is the reason I bought Elemental when it was available. The brand means a guarantee I will get a solid game experience.
Right now, cities tend to look extremely boring. You have a few unique-looking buildings, and then you have 20 buildings of one sort and 15 of another. Cities SHOULD look awesome, but they don't. And the designs are there, and the engine can clearly handle it, so why isn't it happening? 1) Rotate Buildings by default. I KNOW you've got a function in the game to rotate tiles, because it gets applied to world resources. I'm not saying it will be a quick fix, but this thin
Pretty cool Freespace Open trailer http://www.youtube.com/watch?v=xhAR8rWPluQ No idea what state the project is in, but worth checking out the trailer at any rate.
New visitors should scroll to the end of this post, and read the quote containing the original message. Guidelines Current Tilers/modders/contributors/gentlemen/gentlewomen: ArcElement2002 Winnihym cptcasey crystlshake John_Hughes kronik83 oddrheia - First and foremost, the goal here is to provide the player with a graphically different image that should be "pleasa
Honestly - once it is setup, the conversion process takes seconds. However there are quite a few switches and toggles that need to be setup right, that's why the tutorials tend to drag on. What is posted tutorial-wise is more than enough to get something exported. I haven't done any new animations myself, but everything else is within reach (new models, new models skinned to skeletons and different sorts of textures), as far as I am concerned. It's a learning process, of course.
If you can get like 5 people who want to learn modding and are serious about it, I'll write up a thorough guide to what is "known", including roadmapds to the most commonly modded areas.
one of us... one of us...
[quote who="harpo99999" reply="2" id="2857656"]heavenfall this is another rewording of the LAA, and yes it does work for allowing longer ram leaking & therefor play, BUT it does NOT fix the ram leaks. my guess would be that sd would enable this switch WHEN they have beaten all the ram leaks harpo [/quote] I know it doesn't fix them, but it helps with the issue because you won't crash as often. This seems like a quick fix to reduce the a
This is great. I wonder what reason they have for not doing this themselves. I mean, if OOM crashes are 95% (made up number), then they can just do this and jump on fixing new bugs that happens due to doing it.
Did some work on the list. Tiered them up, and came up with special abilities for each unit in tier 4 and 5. I'd love to fill out tier 4 and 5 with more sorts of units later on, but right now, the ones in tier 4 and 5 will go into the first "release" in the next update. Also, I thought a bit about the resource problem and I was going about it all wrong. It was never an AI issue having them place resources - I could do that like the naturalist talent. So that's the way I'm going now. P
Yes please.
Demolishing a world resource improvement in a city permanentally increases the open tile limit in the city by 4.
Figured out a work-around in the shower - can simply destroy the tile the AI starts on by placing a new terrain on the tile. The city is destroyed, the unit is moved to a nearby tile, the resource spawns. The only danger here is there's a miniscule chance of the AI destroying its starting field. We're back on track. Happy new years
Tried getting the AI to cast a spell to summon a resource. Keeps summoning it onto cities and other world resources. Partay time.
Saw this post http://i.imgur.com/vn5WC.jpg