RavenX

RavenX

Joined Member # 3364067
222 Posts 3,681 Replies 31,872 Reputation

[quote who="Heavenfall" reply="7" id="2803023"]On a more personal note, I also think it's important not to place too many pedestrians. When you scroll in and out, if the game has to load/unload about a thousand pedestrians, the scrolling becomes much less fluid. [/quote] Indeed. I don't plan on having any more or any less pedestrians than what you'd normally see in a close up view of the tiles. I notice some tiles for the Fallen ( I always play a fallen faction) have more peds th

57 Replies 122,689 Views

[quote who="Savyg" reply="61" id="2802094"] I doubt I'm the only person on the planet who'd never heard of em til now. [/quote] You're not alone there. I'm not much of a fan of the Civ games. The combat killed it for me long ago. With as deep as the rest of the game's systems are, I find combat in ALL the Civ games to be bland and boring. Because of this I never bought Civ 4 and hence have never played the FfH Mod. Unless the Mod drastically over-hauled the combat and put in

92 Replies 250,462 Views

[quote who="Civfreak" reply="3" id="2802915"]These are looking great, keep it up! Glad you're back on your feet [/quote] Thanks, brother :) . All the credit for the tiles looking good though has to go to the props you and Admiral made. Without those they'd just be your average semi-spooky looking tiles. The custom tombstones and skeletons really add that specific "Undead Flavor". [e digicons]:thumbsup:[/e]

57 Replies 122,689 Views

[quote who="Dhraconus" reply="1" id="2802890"]Just wanted to say this looks incredible. I usually avoid mods until later in a games life cycle so I haven't tried any mods for elemental yet, but after looking at these screenshots this one has made my list of mods for the future. Keep up the good work and feel better soon (I did actually notice your absence in the forums). [/quote] Glad you enjoyed the pic preview my friend, and I appreciate the well wishes as well

57 Replies 122,689 Views

[quote who="kenata" reply="411" id="2802487"] What I think you may be missing is that the OP was written by a forum member who was so "dedicated" during the beta process that he was given a mention in the credits of the game, and has gotten direct lines of communication to frogboy and other stardock developers. And like so many other people who have dedicated themselves to something for a long period of time, the OP probably came to believe that he had his finger on the pulse of the elem

420 Replies 1,128,849 Views

[quote who="psychoravin" reply="410" id="2802410"] Just because the combat system is being reworked does not mean they are moving away from "turn based" play to some silly continuous time play as the majority of customers want turn based play not an rts kiddy clickfest or some stupid wego system. They can easily make "epic" size battles still using turn based combat and adding 10 more boxes of units on the map like the Total War series did from Medieval Total War to Rome Total

420 Replies 1,128,849 Views

It's getting back to that pre-launch feeling we had when everything was calm and people were a lot happier. It's been a general improvement in the last week or two, I've noticed as well.

40 Replies 106,753 Views

I'd just like to give a quick update with what's been going on with me and my mods and what some of the Dragonlance Team members have been up to lately. First off, here's a whole slew of tiles you'll all be seeing in the next update of Undead Rising!!! Note: Some of these are finished, some aren't. Which one's aren't finished should be somewhat obvious but if you're not sure there's no harm in asking. Stay tuned after the pics for information... Undead Elemental Shards

57 Replies 122,689 Views

[quote who="GW Swicord" reply="221" id="2800432"] Quoting kyogre12, reply 220 ... Yay threadjacking! The Stardock boards taught me that fun new word, and your link to that Perdue site both reaffirmed my desire to get Raven to earn a karma point and made me notice that I've never done paid work on prose that included a phrase like "Mind your p's and q's." But I can imagine being handed a style sheet written by an editor who found mixed case preferab

728 Replies 1,499,132 Views

[quote who="Heavenfall" reply="121" id="2801021"] The sion_head is just a bollocks remnant from poor coding that they left in by mistake. I'm sure they didn't imagine it would get applied to custom modeltypes. But it did. And I fixed it. And it caused this issue between the undead and the elves. And I can't think of any other way to make this work right with both mods, other than the fix above in this thread. [/quote] Ahh, I see. Honestly I was leaning towards poor/lazy coding of

134 Replies 302,708 Views

[quote who="Heavenfall" reply="117" id="2800825"]I think the most important thing when changing stuff for everyone is that it is properly noted. I'll add it to the "info for modders" in the elf thread. [/quote] That's definitely up there on the "importance" list, but, I think the most important thing would be to make sure you don't change anything someone else might not know how to fix. What does this mean for future race mods? Will Every future race mod have to have a "head fix"

134 Replies 302,708 Views

Heavenfall, P.S. , thanks for watching over this while I was away. I've been sicker than hell for the last week or so and could barely get out of bed until I got my meds refilled today.

134 Replies 302,708 Views

[quote who="Heavenfall" reply="114" id="2800798"]I think we're both to blame. The elf mod is to blame because we changed something for everyone, and you guys are to blame because you didn't apply heads properly. If you've got another solution that fixes it for both factions, I'm all ears. [/quote] I kinda thought we had a rule not to change things that changed stuff for everyone? What in the elf mod changes something for everything, the heads? We didn't assign

134 Replies 302,708 Views

[quote who="Heavenfall" reply="110" id="2800594"]Found it. In CPELF_Core_Skins.xml I have disabled the Sion head for all modeltypes. The head had no supportedunitmodeltype, and thus was applied to all modeltypes (=elves with sion heads sometimes). You guys don't apply any heads to your modeltypes, so it always ended up defaulting to the sion head. Now that I've disabled it, you're not getting it anymore. I'll post a fix in a minute. [/quote] [quote who="Heavenfall" rep

134 Replies 302,708 Views

[quote who="cpl_rk" reply="9" id="2799150"] Quoting RavenX, reply 8 Quoting Fearzone, reply 1 Summoned giants + deflect and freeze spells will carry you through all the way to the end game. Out of all the games I've started and worked through, I still haven't cast the Deflect spell even once..lol. I've found deflect to be a useful spell. I'd say it's somehwere in the

15 Replies 13,899 Views

I've noticed this too from time to time. The way to fix it, at least for that second anyway, is to just move a unit out of the city and back in. It then displays correctly. The first time it happened I almost flipped out and was like "Um...wtf is happening to my cities!!!"..heh. I'm sure they'll address it in an upcoming patch, no worries.

3 Replies 10,596 Views

There have been Tons of great ideas posted in the Ideas Section over the last few months and many of them I've personally pointed out to Boogie and some aspects of a lot of ideas actually have been addressed in part in the current version. I've noticed just in the last two patches the rate of spread of the players ZoC has increased drastically which has helped some. I don't need to make nearly as many cities now as I did two versions ago. The AI still spams cities a bit, but, it won't

34 Replies 33,916 Views

[quote who="Fearzone" reply="1" id="2798644"]Summoned giants + deflect and freeze spells will carry you through all the way to the end game.[/quote] Out of all the games I've started and worked through, I still haven't cast the Deflect spell even once..lol. I think if I counted all the times out of 400 or 500 playthroughs that magic has been cast against me it would probably still be under ten times. Even since the change to randomize who attacks first I always manage to kill off the

15 Replies 13,899 Views

The whole combat system is being reworked to be closer to what the Devs originally intended. It will play out far differently than what we have now. We'll start seeing the changes in 1.1 . Let me try to give you a mental picture of what Frogboy is talking about in his latest post. Imagine two armies moving forward, whether purely turn based or continuous turns. We know the turn change is coming from the change in combat magic. Spells will take more than one turn to cast, so the c

420 Replies 1,128,849 Views

[quote who="M. Agrippa" reply="103" id="2794937"]Howdy modders, really like how the Undead race is shaping up. Just wanted to point you over to the excellent new bone bow that 3DGrunge posted yesterday. https://forums.elementalgame.com/398027/page/1/#replies The goodness is in Post #22. Between the bone bow, cleaver, and skull mask I thought there was a lot of great thematic flavour that could be dropped in to the next package (maybe subbed in for other Empir

134 Replies 302,708 Views