Monastery?
Heavenfall
Looking for feedback on this town hall (possibly Missionary Hall instead)
Is that a tree I see? [e digicons]:grin:[/e]
Right now, a key feature in EWOM is that the sovereign ganis 10% of the experience all your units gain in combat. I think this should be exploited to make the Sovereign a sort of global buff-bot. As he levels, he gains new abilities (like +5% metal production, +10% spelldamage and so on). This COULD also tie in with champions and such, who would be less powerful buffers but still have a random assortment of skills (they wouldn't gain global EXP, and their skills would only aff
I'd start with weapons, armor and non-animated buildings/props if I were you. The animation in 3d files is pretty complex, and there's a lot of it going on behind the scenes in elemental.
I actually have my hopes up for orcs personally. The "fallen" model is grossly underused, for no particular reason. I thought what we would do once this reaches completion is basically people post their thoughts, and those who have contributed get counted, and those who don't get nothing. Obviously, I can't stop anyone from starting their own "community project".
[quote quoting="post"] 3) Enable Turn Timer - Multiplayer can really drag without some turn timer setting. I can imagine playing a 90min game of Elemental only to have my opponent overseas decide to pause everything during a battle or research screen while he goes out for dinner. Sure I could exit and then he wins?? [/quote] Whatnow?
http://www.mediafire.com/?aur7am2hnfwdlad Same as above, just extract into install dir. First row is standard apple trees, second row new apple trees, third row is just reference.
Here are some extra trees http://www.mediafire.com/?pfn013qdpu3p9cp (edit: more trees including these: http://www.mediafire.com/?aur7am2hnfwdlad ) Extract straight into your install dir Front row is standard swamp trees, second row is the "new" trees I'll do ano
Looks good to me. I will almost certainly change the colours of the house, but that will be on a "global" scale so no need for you to change anything.
@HooblaDan, I like the front, but the back of the building looks pretty empty. Maybe add some rock formations, or flowers, or a hedge wall, or a path around the inn. Generally, extra pedestrians don't count towards the limit because they disappear when you zoom out anyway. Edit: You might want to consider adding an extra smaller building connected to the in, as a stable or barn.
[quote who="mastroego" reply="13" id="2773728"] On a side note, let me understand: are you saying that not even modding tools have been released in a finished state?[/quote] The tile editor, the emitter editor and the map editor are pretty finished, in my book. Everything else is just xml. What I mean by no depth is that the only tools we have available are the tags and attributes already used by Stardock. So for example we can't make a new spell that boosts the defensive capabil
@jshores put you down for school @HooblaDan put you down for pub and market. Yes, elemental has an internal screenshot thingy. They end up in user/*username/My Documents/My Games/Elemental/Screenshot @Jharii do you think you could fill out the study a bit? Maybe with benches or things. I'm afraid if we don't use the full tile it will look odd when put together with other tiles. @oddrheia I put you down for arcane laboratory @i3elial It's because of the scope of
Farm Rune_74 I put you down for the inn, then. I think I'll try to add some more tree models tomorrow, we're going to run out very quickly.
Looks great to me.
_We_ are. [e digicons]:D[/e]
https://forums.elementalgame.com/396640 Please submit your stuff.
[quote] This mod has been released, see https://forums.elementalgame.com/398661 [/quote] This thread is the result of an idea I've been tossing around lately. This run is an experiment - either people will show interest, or the project will wither and die. TL;DR: We need your help to design Elven city tiles.
Bottom left, where it says Roofs.
Yes, exactly like that (but with a dark green or brown roof)
I've been thinking about this for a bit today. Essentially, I reached a point in my current project where I completed everything that I could do at the moment. I'm working on a new race for empire. Specifically, background story, tech tree conversion, new resources and city tiles are all complete. For all intents and purposes, the race is playable. But it lacks everything that makes it special, which is everything I CAN'T do with the current modding system. Right now, it's barely more
Only for new types of resources. If you're looking to remove the placing of a resource type, I don't think that's possible at the moment. First, doesn't seem to overwrite properly. Second, there will still spawn certain resource nodes around the original starting point.
the value list is not complete, it can hold any Terrain value. It should also be noted that the value is not "forced", so for example a Warg resource tile with PreferredTerrain Swamp can spawn in other types of terrain. Since the value is not forced, it is hard to determine if the tag even works, or has a purpose. ResourceType also have 3 additional tags not included in your example G
I'm also looking forward to civ5 immensely. I'll be keeping an eye out for map generators, cephalo!
That's what I said on the last page, heh.