Heavenfall

Heavenfall

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

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

598 Replies 3,038,126 Views

[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

93 Replies 34,212 Views

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

598 Replies 3,038,126 Views

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.

21 Replies 12,981 Views

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.

38 Replies 28,657 Views

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.

3 Replies 2,596 Views

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.

598 Replies 3,038,126 Views

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.

598 Replies 3,038,126 Views

@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.

598 Replies 3,038,126 Views

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

598 Replies 3,038,126 Views

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

598 Replies 3,038,126 Views

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

18 Replies 62,981 Views

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.

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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.

18 Replies 62,981 Views

YES, empire factions make the land look torn and burned. Kingdom factions make the land look green and alive.

18 Replies 62,981 Views

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

598 Replies 3,038,126 Views

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

598 Replies 3,038,126 Views

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

598 Replies 3,038,126 Views

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

127 Replies 53,689 Views

Elven hedge wall http://img691.imageshack.us/img691/3567/elemental1285072781.jpg Standard Kingdom hedge wall http://img444.imageshack.us/img444/1310/elemental1285072909.jpg

598 Replies 3,038,126 Views

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

127 Replies 53,689 Views