Heavenfall

Heavenfall

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

I can add the pole at the same places I added the bush in the advanced wall. I thought about doing it, but I was just lazy. The neon green is 100% temporary, it will be dark green when the mod is released.

598 Replies 3,038,234 Views

So I just stumbled upon this when setting up the Elf race. Apparently, you can still build buildings that don't have a tile design. They will take up 0 tiles, and you can't ever delete them (so careful with those upkeep costs!). All it takes is to get the user to select the building, then click the Build button, or click the map like he was really placing a tile. Anyway, I hope this can help some people who are trying to reduce the amount and size of cities, without ta

5 Replies 2,208 Views

This is where we are at, at the moment. Couple of comments. First, I'll be applying a decal to the ground of all buildings (except those built with the 4-way road decal). So the ground will appear green, not bright brown. In previous screenshots I was using a terrain mod but it affects all kingdom cities and it doesn't look good for other factions. Edit: Actually, I'm not sure about this - I might use the terrain fix instead. Secondly, the buildings in the back aren't actually

598 Replies 3,038,234 Views

I finished the picket wall. I'm going to hook everything up now so we can get a screenshot. It won't include the resource or shard buildings, but everything else that's done should be in. John_Hughes, I realized I have to hook everything up anyway, so I'm not wasting time. Edit: Added Harbor to list! Forgot about it.

598 Replies 3,038,234 Views

http://www.mediafire.com/?3blbp4a25p4n4j6 extract directly into your user/username/my documents/my games/elemental/mods/ @oddrheia yes it would.

598 Replies 3,038,234 Views

Yes, that is entirely possible. You can design any unit you want, then have it show up as a pre-designed option (like peasant/pioneer) when designing a unit. You can limit each unit's weapon selection by using a series of modeltypes. So you could have one unit called brawler that has higher health, but lower movement. Or you could have one unit called assassin with high movement, which has a series of poisons available to choose from, and even has a 20% dodge, but he has much less hea

12 Replies 9,699 Views

Nope, that wasn't it. It correctly read the GFX/CPELF/CPELF_hair1.png but I had to change the .hkx to a .hkb file instead (guess it's set to look for .hkb files) So, if I do GFX/CPELF/CPELF_hair1.png it references both the install dir and the mod dir? Sounds pretty dodgy to me.

24 Replies 68,941 Views

Yes, they've added subfolder functionality now. But how in god's name are we supposed to reference files inside the new Mods/GFX folder? For example, translate these lines to read from the mod folder instead of the install dir gfx\\CPELF\\SwampTree2_Green.hkx GFX/CPELF/CPELF_hair1.png

24 Replies 68,941 Views

These are the mods that weren't fixed between 1.08c and 1.09. Some cloaks were fixed, some weren't. Also I am aware that HF109_item_legendaryplatecuirass.xml contains a fix that a dev claimed isn't broken. I disagree. A breastplate that costs elementium should not be worse than something you can get for gildar and materials.

12 Replies 10,920 Views

[eMOD] means that the mod is considered "ready for use". More info here . For those that used previous versions of the bugfix mod: Note that you can no longer place mods in the mods folder in your install directory. I wanted to learn the various intricacies of modding, so I set out to fix the bugs I could find in the game (

12 Replies 10,920 Views

foxunit did some weapon models, he shared a model with me but I wasn't able to get it in-game (despite previous successes). He hasn't posted anything new regarding those, afaik.

53 Replies 176,582 Views

Sorry John_Hughes, it takes a while and I'd rather spend that time working on the mod. The picture in the main post is still a good indication. We have 20-25 tiles left at this point.

598 Replies 3,038,234 Views

Stopping by from the elf race mod thread. I would love to see another elf bow (really a bow in general, there's like one model in-game). I'm also curious what you had planned for the masks.

53 Replies 176,582 Views

I really hate the robe things myself. I'll gladly set them to 0% likelihood of appearing (so you can still design it if you want to). Edit: The xml framework is almost complete now. All that's missing is the tech tree, the buildings and the equipment with stats on. All of which I'm holding off on until 1.0.9.

598 Replies 3,038,234 Views

Just finished putting in all the shirts, surcoats, cloaks, pants, skirts, boots, dresses, robes and eyes into the racemod. Not something I want to do again! [e digicons]x_x[/e] Edit: Shit... forgot about gloves.

598 Replies 3,038,234 Views

[quote who="BlackRainZ" reply="64" id="2790718"]Heaven, what does the ventri ore file do? I always see it there but there is no explanation what it does.[/quote] It does nothing at this time. It was originally intended to fix the hiergammemmon entry for the resource. However, changing it affected the spawn rate of ventri ore resource nodes, so I only include it now as a way to overwrite old copies of it. @CrazyC0330 thanks for letting me know! I hope the legendary cuirass has

67 Replies 42,069 Views