I believe you can directly reference the cityhub internalname in your BuildingRequirement.
Heavenfall
1.0 to 1.1 Fixed level 2 cityhub in Low Quality set from appearing, making it impossible to build in the town Elves can now build the standard diplomacy units as well as their new ones Fixed some duplicate weapons on sovereign creation screen
Note: This mod has been merged with ExpandedFactions as of 1.09p. Updates to the Elves faction will be posted only there. The modding community proudly presents Elves A new Kingdom faction <a href="http://img245.ima
That's what ze beta is for =) For the next project, we will definitely post reference tiles. What's even more magical is how we ended up with more or less the same pedestrian size - it's very different from a normal kingdom town, but still somehow we all got it to one size +-10%.
I'm just going to rar them up and let the user unpack if he wants to use them.
Two more requests concerning problems that are appearing. I've chatted with Cari_Elf about it, but I think it can't hurt to repeat them here. They are both in regards to compatibility between mods, and won't only affect just one mod but rather deal with how mods interact with each other. First, I would like the in-game research windows to only show unlocks for technologies that will actually affect the race researching the technology. For example, if I hook in a completely new elf onl
Then I'm going to stick with the one currently in-game. It flows really good with all the other buildings. I've detected a bug with the fortress building, that's fixed now. Edit: I'm off to bed. Then tomorrow I'll put up a new release thread, if no more bugs are reported. Edit2: Fixed horses in stable both versions to LOD7, fixed goldmine tents in HQ version, fixed watercontainer in lumber mill in both versions.
I kind of like the one that's in now better. But I'll leave the decision up to you. If you still want to change, please mail me the latest hut xmls. I've got about 10 copies of every xml now and it's starting to get confusing. =)
Grabbing the rest. You guys are slow as hell! All you got to do is delete the plantlife, things hidden under buildings noone will ever see, limit pedestrians to 3 each, remove all the vines and such. We're not looking to make a 50% less demanding buildings. We're trying to make it 10% less demanding. If you can push that to 15% or even 20%, great! But you shouldn't be remaking any structure. As long as the general structure remains intact, and there are no obvious empty spaces, you're good.</
grabbing h to m that aren't reserved
Grabbing d to g
Grabbing everything not already reserved between a and c Also forget about including shadows. We will just use the high quality shadows. If a player is desperate for FPS gains he will turn off shadows anyway.
Just grab what you want. I'll put an update at the top of main post. Edit: I'm doing the shard buildings, and the wallsets. The main post is up-to-date.
Oh god you're killing me guys... now I'll have to spend hours updating the frigging main post (curse you main post!)
No, damnit. It takes too frigging long to update the main post. Just get some buildings according to the alphabet. I got A to C for now, and I'll leave the cores to you oddrheia.
Okay, I will use the main post to update then. Red means its in need of optimization, yellow means its being optimized, green means it's been submitted. It would help a lot if you guys could mail the buildings and the shadows, it's a lot easier to get them through one point instead of upload sites. That would be [email protected]
It's too late for that, that needs to be done from the ground up. Optimization would be everyone just name 10 tiles each and digg in. It's not much work, it's 5 minutes for each tile MAX. We will include the original set, but the new set will be standard. Open the CPELF mod folder and go to the tiles folder. Ignore the wallsets for now (I'll do the wallsets, but they're mostly ok). I'll take all the buildings between A to C, so I'll take all the buildings between CPELF
I've played a game, and everything seems to be working. My main concern is the FPS issue. Our cities really do drain a lot of gpu processing power. If you guys agree with me, I think we should delay a release and work on a low-polygon count tileset. That would mean we go through all the finished buildings (forget about the WIP tiles) and delete all the crap noone's going to see. Like grass, buckets, barrels, stone paths made out of single stones, limit ourselves to 3 civilians
I played it at a friends but all I kept thinking was that this has been done before, and better. The graphics are a total lackluster for a 2010 pc game.
Sorry, in the beta the TRADE CENTER is missing, not the mining guild.
Yes, I changed it. http://www.mediafire.com/?e3nd984vlypq99v the beta What's not in beta add 3dgrunge bows mounts stable not added mining guild not added building on old growth forest has a weird waterfall (move gold mine tents) Please do a playthrough and write down everything that's wrong in a text-file. Play either as elves, or against elves. Pay partic
I decided to remove the bow from the sovereign. The tech is available from the start, so if the player wants it he can pay for it. Everything in the name of balance.
third. Starting to feel pretty good about it. I'll add some forestation and do a WIP, unless anyone has comments.
second draft
crystlshake I think the idea is great, but it looks a bit empty in the middle. Maybe you could add a tiny granary for hay, or a riding ring of some sort. Edit: First draft of goldmine