K_Wall_Stright_Advanced http://img543.imageshack.us/img543/2107/elemental1285160917.jpg http://img823.imageshack.us/img823/6097/elemental1285160980.jpg http://img96.imageshack.us/img96/9641/elemental1285161138.jpg <a href="http://img
Heavenfall
As far as I know, it has no purpose. edit: https://forums.elementalgame.com/397552
[quote who="metalfacekevin" reply="25" id="2782648"]When is the update for epic battles? Is it being worked on?[/quote] It's not coming, ever. They're going a different route. [quote who="mastroego" reply="27" id="2782749"]So all of our worst fears were founded. After 2 "expansions", the most we can hope in, content wise, is to have a game that would be fine as a new release, maybe. No "additional" content, just replacements for what is cur
default http://img808.imageshack.us/img808/4605/elemental1285151285.jpg vs imagined http://img837.imageshack.us/img837/3636/elemental1285151626.jpg comments? Also, I'll be sending out PMs to most of the people who have reserved tiles today. Basically just to let them know to let me know i
I could have SWORN I've seen in XML the positioning of units inside a group. It's annoying me that I can't find it now. It was essentially a list of how the units would be placed inside the unit on tactical map. I CLEARLY remember options that were commented out, like shield wall formation, and some sort of circular formation. And I'm 100% certain I'm NOT confusing it with a mod.
It really doesn't look good at all, I don't agree with you guys at all. It's missing way too much info, like resources, recent events, unit vitals and so on. It's also taking up way too much space. Add on top of that the list of cities, units moving, city HUDs, tooltips and it's easy to see why they went with something reasonable instead. Edit: the texture and the minimap look better, for sure.
The problem is you have Surcoat Torso these are what decides which "slot" the item will occupy. An armor piece will have both types, but a shirt will only have Torso and a corset will only have Surcoat.
For the love of god, don't scrap that house. It looks damn near perfect.
The size is perfect, but... its hardly even possible to see the hut now. It's barely visible through the trees. Also, maybe you could add some tents or vegetation around the tile on the ground? It looks a bit empty.
Rivers look very poor in-game, unfortunately. We could add ivy and such things to the standard walls to make them look more forest-y. @oddrheia I really don't like that look. What do the others think? edit: Djohaal had an idea in irc chat, sinking the walls into the ground so they don't end up so huge.
@Mallorean that was actually my initial plan, but it ended up using WAY too much resources. A wall piece should be about 5-10 objects at the most. To cover a whole wall with smaller pieces requires 20+. And now we've (well, I have) decided that stone for the overall design is acceptable, since it is supposed to be a city and oddrheia was able to make it look so good. Still, I have to say that I don't like how "thick" the stone wall looks.
What I could do is take some freedoms with how the tiles look outside the limit. It's actually possible to place objects all over the tile. For example, an outside corner is most likely just a quarter of a single tile. But I can actually use all 4 tiles fully. With the level 0 and level 1 I was quite careful not to place too much outside the tile, because there are some graphical issues that may arise from that. But with the stone wall in particular, I could make sure to place at leas
Given how I just tweaked the fence and hedge walls (by placing more trees and bushes), do you guys think the same method could be applied to the remaining two levels of walls? Here they are for reference http://img530.imageshack.us/img530/6043/elemental1285094853.jpg http://img215.imageshack.us/img215/694/elemen
There are spells that change the environment. However, I am not 100% sure as to how they work with this mechanic. In fact I think only "Bonechilling winter" changes the environment, and not the terrain. That would remove any bonuses for anyone in the tile. edit: Bonechilling winter is the internal name for Forsake Land. Edit2: Freeze Settlement also removes the bonus. ( The difference between environment and terrain is this: environment is the top layer, terrain is the
No. I think it's great that you want to help out, and I like what you've done so far. But you've already got 3 reserved. I really don't want to strangle any creativity or feeling of generosity towards the project, so please don't interpret it like that. I'll add one more of your choosing, and then one more for each you finish.
It's for the actual environment. I will, as a Kingdom player, gain the benefit inside hostile kingdom territory. I will also gain the benefit from any grassland that is not inside any territory. In reverse, I will suffer the penalties inside Empire territory, or any fallen environment that is not inside any territory.
There is a bonus for attack as well.
YES, empire factions make the land look torn and burned. Kingdom factions make the land look green and alive.
www.thedyinggrounds.com/Elemental/Tiles.rar
They're controlled by whoever designs the wall. I can remove or add however I want to. For straight lines and outside and inside corners, they are chosen (at random) from a list of possible tiles. For the gate, it always seems to choose the 1st one. If you want to polish the walls, here are all the wall-tiles I currently have hooked up. http://www.mediafire.com/?zi1rnddvevtcc9c Adding additional tiles is a
Yes, it is possible! http://img444.imageshack.us/img444/7421/elemental1285075081.jpg The tag in the xml is 1 instead of 0 , so it is easily replacable on buildings we have already done. I will personally make sure that tiles that use objects which "link together", like the abbey, do not end up broken. But I d
No, it appears not. There are tags for the city terrain, but even when they're set to 50 50 (which is actually default) there is still internal bumping. It gets even worse on elementerra maps, where the hills are much, MUCH more steep. I'm not sure how to go about this. Frankly, I'm thinking about just ignoring it. I think giving the players the choice to build good-looki
I have another BIG request. -Please provide full patch notes to modding changes. Edit: And one more again. - Please design a system that allows us to define in a SpellDef whether or not the effect is a buff. This should be designed so that it is impossible to cast the same spell twice on a target in tactical mode that increases or decreases their stats. For example, Burning blade is castable several times on the same target. The tag should prevent this abuse. P
Elven hedge wall http://img691.imageshack.us/img691/3567/elemental1285072781.jpg Standard Kingdom hedge wall http://img444.imageshack.us/img444/1310/elemental1285072909.jpg
Another one - I would like to be possible to assign what type of terrain lies underneath a city. Right now, all cities will change the terrain underneath them to City. This might look good for some cities, but it looks very bad for others. Preferably this should be an option, either in Cityhub improvementtype or Raceconfig. Edit: I understand that the reason for using City is that it cannot be destroyed. I also understand that adding additional terrains for the city could make