Heavenfall

Heavenfall

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

[quote who="Xydarc" reply="43" id="2776009"]Please remove the 1 gildar upkeep for Study/Archivist. If my starting city doesn't have a gold mine nearby, that kind of upkeep will cripple it at the start of a new game, imo.[/quote] Since 1.08, I've started over 10 games and they all came with either a gold mine or a lost library within 3 tiles of my starting position.

93 Replies 44,223 Views

@John_Hughes you got iron mine! @oddrheia now I feel bad for forcing you to change. Bonus points in heaven for using the new tree props.

598 Replies 3,038,064 Views

Hello all, I've started up a community mod project in https://forums.elementalgame.com/396640 The objective is to put skins and buildings in the game that looks like an elf race (but plays like Kingdom). The setup is slightly different, however. Instead of just a few modders doing all the work, I thought we'd try to decentralize the process and let everyone chip in. If you've played around with the Builder's Forge,

1 Replies 1,596 Views

I'm going to do an update in a sec. The HF108_worldresource_VentriOre.xml appears to cause an excessive amount of ventri ore mines to spawn. You should delete that file from your mod folder, for now. Edit: posted 3.0b. It only removes the functions inside the bugged file.

67 Replies 42,044 Views

@oddrheia Updated! @John_Hughes still need that updated link! [e digicons]:D[/e] Edit: Got the link, John_Hughes. I added it as refugee camp, for now. If you feel that is not acceptable, let me know. My reasoning behind doing that is two-fold. First, the building covers 4 tiles. That means I can't use it for anything that uses 1 tile. Secondly, I think it doesn't look "city" enough to be a hut. We have to remember, not everyone gets the house research.

598 Replies 3,038,064 Views

These were all issues that didn't get fixed from 1.07 to 1.08. Note that I've removed the mods that tampered with spells, since they've done significant updates in that area. I have NOT gone through and checked all the spells, I plan to do that in a later update. This also means that icecrown's effects are not included.

67 Replies 42,044 Views

[eMOD] means that the mod is considered "ready for use". More info here . For those that used previous versions of the bugfix mod: Delete all HF107_ files in your /Mods/ folder before starting a new game with the 1.08 patch. Delete all HF106_ files in your /Mods/ folder before starting a new game with the 1.08 p

67 Replies 42,044 Views

oddrheia that looks awesome, that's the kind of duality between forest and city I think looks great. How would you feel about moving it to another tile, though? It's a bit impressive for a study (which every city will have). Or possibly reducing the tower part by about 33%. Spontaneously I feel that would make a great temple of essence.

598 Replies 3,038,064 Views

@fairwater my first thought was watchtower, but we already have one. Maybe it could be adapted to look like a granary? Possibly a tower of ereog, but then it needs some magical flair.

598 Replies 3,038,064 Views

Very nice. I took the small liberty of adding some of the other tree types to the tile. Just so it flows better with other tiles. [quote who="HooblaDan" reply="58" id="2774698"]Oh no . Were you playing and then tried to load? I know if I load a game before I go into workshop it doesn't show any of my files and I have to restart. PS. What is a good site to load the files to?[/quote] No, I just straight up forgot to save it. Oh well, I rebuilt one (with less models!

598 Replies 3,038,064 Views

Yes, I believe both those things to be possible. But the game is changing too fast for anything to last. Your basic armor item consists of a lot of things, but two things in particular; which slot it counts as being placed on(you can only have one in each slot), and a model which is loaded on top of the unit. You'd want to switch the second of those.

5 Replies 2,968 Views

It's really a guideline. Here's the deal... the number of models don't matter at all. What really matters is polygons. Every time your gpu has to render a polygon, it takes a bit of time. Now let's say you've got a building with 100 polygons. And you've got a box, which is 12 polygons. So if I place 35 buildings, clearly that will require a lot more gpu power than 35 boxes. Now, in the monastery case, I used a lot of boxes (the roads and the water channels and the hedge walls). I woul

598 Replies 3,038,064 Views

@ Johh_Hugnes I'd say that's an excellent Refugee Camp. Would you agree? @GaelivVigil [quote] There are two key words that I want to stress here. First, the elves live in the WOOD . That means their city should look like it could be part of a forest - elves are one with the forest, and all that. No cleared fields, no huge arenas for training. It also means that you should stay away from unnatural-looking stones, like stone walls. And please, try to

598 Replies 3,038,064 Views

@Mobella anything is possible. @MOIISKA those come from the button on the left that looks like a small red cross next to a green guy. They work like normal objects in the tile editor

598 Replies 3,038,064 Views

[quote who="TS22" reply="44" id="2774381"]Couple of questions, 1. How do I print the screenshot to post here? 2. I edited the default archery range to make it more "woodsy." Would you guys want something like that?[/quote] 1) Press print screen button on your keyboard in-game. The picture ends up in C:\Users\your_username\My Documents/My games/Elemental/Screenshots. Go to imageshack.us and upload

598 Replies 3,038,064 Views

[quote who="Mobella" reply="41" id="2774303"]absolutely love the Monastery... the town hall is nice as well, although i can see some assets in the list, but not in the image... where are those headstones for example? [/quote] Some of the things are behind the building, like the wheel, one of the peasants and one of the doorways.

598 Replies 3,038,064 Views