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.
Heavenfall
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
Cheers! Looking forward to it, Rune_74.
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
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.
http://www.mediafire.com/?3blbp4a25p4n4j6 extract directly into your user/username/my documents/my games/elemental/mods/ @oddrheia yes it would.
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
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.
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
No changes were made to the buildings in 1.09. The library does not need to be updated.
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.
[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 (
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.
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.
Great job. Really makes the lvl 4-5 feel more "epic".
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.
Yeah, it's all set up at this point besides some quick copy-paste work.
There's always a chance it will be delayed.
That would require a massive effort to balance. I'd rather leave that out of the basic mod.
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.
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.
I'm in the process of adding clothes to the elf race, and I have to say, it's not until now that I realize what an insane amount of work you must have put into this. Thumbs up for awesome mod.
Cool! Thanks. I've been thinking about some spells that really could get out of hand fast if you had a lot of casters, but that will solve it.
Kalin, do you know how to make a spell castable only by sovereign? I know Imbue works like that, but I can't figure out how to reproduce it.
[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