Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation

I'd say it's somewhere in the $40area at the moment. I've played better games that cost less, and I've played worse games that cost more. nniles, I do not agree with you regarding your idea that "what we have now is what you buy". Future updates are a huge part of what you purchase today. Some games will release almost nothing at all. Some games get supported and updated for years with meaningful stuff. Now, you might not VALUE future updates very highly, but that does not mean that e

60 Replies 42,854 Views

[eMOD] means that the mod is considered "ready for use". More info here. This mod adds two new types of mounts to the game, both horses wearing barded armor. They are given to Empire, Kingdom and Elf players. For Kingdom and Elves they cost horses for units, and for Empire they cost Wargs to produce (this is to maintain balance). Empire cannot buy horses for h

7 Replies 10,052 Views

Just give me the xml for your spider "sovereign", I'll do the stats and the other stuff. Edit: if you're looking for inspiration, it's in RecruitedUnits.xml

598 Replies 3,038,335 Views

I just couldn't save it. I got it now. This is my to-do-list, what is left to do not counting the tiles scenic view need completed race bonuses add 3dgrunge bows mounts spider unit sovereign remove oldarmors.xml change standard wall to fence I have changed the race bonuses to bonuses: egalitarian, master conjurers (+15% esse

598 Replies 3,038,335 Views

Looks too advanced for a hut, in my opinion. Although if you replaced the tree with a rock formation it could be a mining guild. [e digicons]O:)[/e] Edit: My reason for not wanting a "too advanced" hut is that if you use the sovereign talent that gives you 2 food, a hut is the second or third building you will construct. And that means the hut will stand next to the city hub, and look like it was from a completely different age.

598 Replies 3,038,335 Views

The colours aren't coded into the xml. They're only reference points for the colour declared in the raceconfig. Great job on the defensive buildings, sorry I had to dump it on someone so close to finish.

598 Replies 3,038,335 Views

I may be wrong, but the buildings look a bit too small. It's difficult to tell, but those buildings usually cover one "square" in the workshop (ie a 1x1 contains 4 squares - a 2x2 contains 16 squares). Other than that, I really like how you've constructed what looks like a mine out of the objects. Also I need the decal for your oasis.

598 Replies 3,038,335 Views

Great job. If you use the "run all configurations" it runs all the config templates. So you can set up 3 different configuration sets, each one aimed at exporting mesh/skeleton/animation. This will save you some time if you want to stream-line the process. If you're looking to do some hardcore animation, you can even set up more configuration sets, each one covering a certain set of frames.

20 Replies 96,555 Views

Eh? Can't edit my post. Anyway. One thing I didn't do was apply a decal to every tile. So we will have to watch that in-game, how it turns out (frankly I don't know). Right now the ground is kind of beige.

598 Replies 3,038,335 Views

I think both those could qualify as trade center / mining guild. I've gone through all the submitted buildings and modified the height problem discussed earlier. I also re-saved all the shadows, because half were missing and the other half were broken due to renaming. There's bound to be problems with some buildings still, but we can sort that out when we do "internal beta".

598 Replies 3,038,335 Views

It's a beautiful tile, but I don't think it screams Mint of Ruvenna. It seems more like a temple. Your old mint of ruvenna really feels like a mint, because there's quite a bit of workspace and it's easy to imagine something going on inside the building.

598 Replies 3,038,335 Views