Heavenfall

Heavenfall

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

This thread is intended as a way for modders to present their opinions and requests on how the modding tools, or various aspects of the mechanics in modding, can be improved. It can range from small to large requests. 1. A frequent request I've seen on the modding forums is for map files to contain a tag that prevents resources from spawning in it. Edit: Even better, a tag that defined what resources COULDN'T spawn in them as well. So, first a True/False</NoNe

127 Replies 53,685 Views

I don't think 2 MP in desert is a good idea at all. There's a decent chance that the elves actually spawn in a desert terrain. That would give them 2 movement point costs for all the tiles close to their homebase. Either way, I don't think it's possible to provide such bonuses/detriments at this time. Edit: I be digging in on level 1 walls.

598 Replies 3,038,106 Views

Doing a fresh install won't necessarily remove any mods (neither will deselecting use mods, if people have overwritten core files or graphics). First, go to your install dir and delete the /Mods/ folder. Then go to c:\users\your_username\my documents\my games\elemental\ and open each of the folders and delete everything inside Some people may have put assets in the /gfx/ folder in your install dir as well, so while you're at it, delete that folder too Then open

4 Replies 2,876 Views

As promised, here's the new 3.2 bugfix mod after they fixed the beta tonight. New from last version [quote] HF108_item_cloaks.xml - Added all cloaks to female kingdom and empire male/female units for design and shopping. Changed gold cost on Journeyman's cloak from 10 to 11 and made item add 1 turn to training time. Decreased cost of cloak of thwarting from 10 to 1 crystal, and increased defense benefit from 2 to 3, and increased gold cost from 1 to 5. HF108

67 Replies 42,051 Views

Yeah, that stuff is fairly easy. The thing is, units look horrible mounted on them.

21 Replies 79,234 Views

A few of the other trees and its perfect. Edit: maybe some physical building as well. A city, and all that. 15 minutes playing with the walls http://img408.imageshack.us/img408/2979/elemental1285015915.jpg compared to old set http://img121.imageshack.us/img121/4074/elemental1284999577.jpg

598 Replies 3,038,106 Views

Oh snap I didn't even think about those. Let's say it's extra, for now. Great job on the palace. I'm removing myself from the stables. I'm going to try to clear up the basic wall to look more forest-y.

598 Replies 3,038,106 Views

Yes, they're just like any other object in the tile editor. But I've just been using the regular people. They're way too small to tell a difference, anyway.

598 Replies 3,038,106 Views

A work-around would be to create unique modeltypes of units. Then you can force them to equip say a horse, and thus they'll always be mounted. Then you can design items that are only useable by that modeltype.

3 Replies 4,026 Views

[quote who="MOIISKA" reply="164" id="2780401"]The footprint, aka how many tiles they take up is to much, unless you have figured out how to reduce the maximum number of tiles allowed per city.[/quote] It's not too much, it's exactly the same as any other kingdom race.

598 Replies 3,038,106 Views

http://img828.imageshack.us/img828/9219/elemental1284999240.jpg A couple of obvious problems here. First, the refugee camp is way too large. The watchtower isn't linked right (my bad). The neon green isn't working (all the clothes of the pedestrians turn neon-green). The stable looks terribad. I also think we need to re-do the fences to appear more wood-like (but I still consider it low priority). Be

598 Replies 3,038,106 Views

oddrheia try to reinstall the trees. They work for me, but I had to reinstall the trees after I uninstalled elemental to downgrade from multiplayer beta to 1.08.037. edit: also, too bad about the lost tile ;( seanw3 are you cool with the mod using that as a house? or would you still like to make your own.

598 Replies 3,038,106 Views

Looks fun! My only concern is the radius on Whispering Trees. Also an issue would be that you can trade the Wonder of Nature items, which means you can make any champ into a channeler. Maybe consider making it cost 1 essence, and give 2 essence when the item is used. Oh yeah, it's not "Heavenfall's Elf race", it's a community project, I am just involved. Edit: You should give some of the tactical spells a 9999 cooldown to prevent them being cast more than once by the same cast

11 Replies 54,528 Views

I think no movement penalty through forest is a bit overpowered. Any way I don't think it can be done at the moment. I was thinking about having elves get +10% materials due to their superior woodsmanship, and great warriors (combat speed) for their great agility. As a flaw, maybe 10-15% less prestige, or fewer children for the sovereign? (to represent their low birthrate, a common feature in most high fantasy)

598 Replies 3,038,106 Views

No, changing a core file and doing nothing else won't change anything. Make a new file in your mods folder, put the following in it [quote] DisplayName, ShortName, Capitol, Description, UnitSkinColor, UnitHairColor, UnitClothColor, BuildingPrimaryColor, BuildingSecondaryColor, Buildi

4 Replies 3,524 Views