Heavenfall

Heavenfall

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

The campaign doesn't place resource nodes, but when you load the campaign map in a custom game, it places the nodes. So the campaign mode of the game has a special feature which isn't part of the XML in the map.

241 Replies 756,499 Views

[quote]I’m sad not to see some more activity from the community on new strengths and weaknesses…[/quote] There's been plenty of work done both for race abilities and sovereign units.

12 Replies 7,058 Views

That might not necessarily mean it's broken, just that we don't understand the mechanic. i'd put it even higher, above 9999999999999. If you're still getting hit most of the time on a unit with 0 defense... well... that's that.

22 Replies 13,511 Views

No choice for these guys. I want them to be tragic. They were always fated to get destroyed. If I can actually keep this from the player and only reveal it when the faction "wins", all the better. Edit: I don't like the idea of the mind entering the channeler. If the mind could just escape from the shard into the first channeler, then it's not much of a prison. It's also a balance issue - in my mind, the whole "titan" thing should be something special. To give the player direc

11 Replies 8,627 Views

Open your elemental install directory, open /Mods/ folder, make a new file named anything.xml, put that stuff in it. Open up game (make sure "use mods" is enabled in options - restart if it wasn't) and start a new game with the difficulty.

9 Replies 5,499 Views

I've dumbed down the "story" a bit after I read your posts (not dumbed down for you, for the users). Now the idea is just that the mind was imprisoned (body destroyed) and the mind carries the grudge against the channelers (who banished them) until the shard gets found. The first thing the mind sees after being "released" is... a channeler. Normally the titan would just wtfpwn someone as noob as that, but he's tied to the shard so he comes up with a "plot". He needs all the power of t

11 Replies 8,627 Views

Holy shit, I just realized you did PerfectWorldDF... I thought it looked familiar! Thanks for all your hard work. Making games more fun to play.

241 Replies 756,499 Views

Well, here's your polite reply then. The war of magic map currently in-game is only half the map, filled with triggers and other "stuff", and laid out to follow only one path. I believe the limited edition of the game contained a cloth map of that, but in higher quality. I also believe frogboy uploaded a high resolution version of that picture in one of his journals. I personally have no interest in making this map.

9 Replies 4,395 Views

Yeah definitely, in the long run. I've started doing the same myself. That and using the same textures over and over. I actually haven't used two textures for the same object, I don't even know how. If I have one object that I need to use two textures on, I just split the object into two. Edit: Actually, I remember I once used an UV map, then changed texture, then made a new UV map. Normally making several UV maps for one object is not a problem, but when I had changed the tex

46 Replies 23,460 Views

Civfreak, in 3ds Max I can use different textures for different objects, and it will carry over to the game. So the havok format definitely supports it. In fact, I've even used 3 for one item with 3 objects in it. I know it's not strictly helpful since you're in blender, but at least now you know the format supports it, and the game does.

46 Replies 23,460 Views

I feel that this applies to Tech trees as well. If SD necessarily needs a "spellbooknode" type list for programming reasons (ie - reasons I don't know about, like loading in a certain order or saving memory or whatnot), they can build one out of all the spells made available - after the mods have been loaded. Since it's such a basic list, it should be an easy task to generate a list. The term procedural generation comes to mind.

13 Replies 6,028 Views

So I tried making two improvements for one tile, and they both did show up "in the book", but there was only one "hammer" icon to build. Since you can't build from the book, I guess we need a mod to add more hammers.

46 Replies 23,460 Views

You've got "raise land" spells oneshotting resource tiles, you've got infinite ration exploits by deleting houses, you've got instant unit production by trading cities with training discounts between empire and kingdom, you've got allies breeding so many sons and daughters to each other that by turn 200 you're starting to wonder if they're got bunnyears. And you worry about janusk. [e digicons]:pig:[/e]

15 Replies 12,947 Views

Another question! Some ResourceTypes have tags like EnvironmentType, EnvironmentSpreadIntensity and EnvironmentSpreadRadius which I think should alter the terrain around the resource. Can you explain how we should properly use these tags to see the effect in game?

46 Replies 23,460 Views

Actually, influence "changing" the land is one of the coolest features of the game, in my opinion. Can you imagine there was a time when influence didn't affect what resources you could build on? That was like... two months ago. I tried playing around with the tags, but I'm not getting anything from them.

241 Replies 756,499 Views

[quote who="cephalo" reply="129" id="2765440"] Quoting Heavenfall, reply 128One suggestion. The land in the official maps is already painted (desert/winter/grassland/swamp/evil/and so on) Would it be possible to include such areas in the program? Right now, it's basically just a huge world that is barren, and it only comes alive with different types of terrain when the civs start expanding. It looks a bit bland in the beginning! When I first heard that Elemental wou

241 Replies 756,499 Views

[quote who="larienna" reply="3" id="2765505"]  So it will be possible to mod the rules but they won't be distributable via impulse? [/quote] That's how it looks. Are you talking about impulse:reactor? Because that's a whole different story. But it almost certainly won't be on Impulse.

6 Replies 2,055 Views