[quote who="EviliroN" reply="70" id="2768955"]Downloaded and great mod. 1 thing though, for your faction xml you have it set for a generic kingdom sovereign instead of lard strahd when played by the AI. I corrected it on mine, but just letting you know in case you didn't mean that. edit: and all the skins for fallen ... and kingdom males changed to the zombie... hmmm [/quote] ALL the skins? That's not right lol. It doesn't do tha
RavenX
Just a reminder that tonight is the Dragonlance Team Meeting which is open to the general modding community. The meeting will begin at 8 P.M. Eastern Standard Time (UTC-05:00). I've been having an issue seeing incoming add requests on Yahoo so I would ask that if you'd like to attend tonight to please post your Yahoo contact information as a reply in this thread or PM it to me here on the forums. My Yahoo contact info is: SeerusS
[quote who="Tormy-" reply="21" id="2768925"] Agreed, and yeah....gotta love modding. [...but what about the AI - will you see hundreds or thousands of units in an AI controlled army if you make drastic changes like those?] [/quote] Yeap. :)
The problem here is in two parts really. One is the change from Real Time to TBS battles. The other is when they made the announcement (months back) that they were changing the unit counts to much lower numbers....because it was easier to balance... The numbers could have been adjusted across the board for higher unit counts to Still be possible. I think the game lost a lot when those decisions were made honestly. I expected Epic Sized Battles with Thousands of units, or at the very l
[quote who="Rishkith" reply="54" id="2768737"]P.S. - the main people I remember screaming that micro was bad wasn't the beta testers but the developers and a very few others. [/quote] That was pretty much it, though there were a few beta testers screaming micro was bad too, just not as many. We did have our fair share of arguments on it though lol.
[quote]3. Too many ideas Elemental suffers by trying to be too many things all at once without having really nailed any of them first. Basically, at this stage, the sum of the parts does not live up to the vision. The concept of 'KISS' (Keep it Simple Stupid) has been completely ignored and so instead of introducing new concepts over time through the more natural process of expansions, many of these have been introduced right from the start without being able to get them to gel tog
[quote who="NTJedi" reply="17" id="2768703"] Quoting Raven X, reply 8 Pfft...I want Flying Dragon Mounts!!!! Horses and Wargs....how pedestrian... I also agree with the OP btw. Flying Dragon Mounts should be one of the easter eggs inside the game. Extremely super rare yet still possible. [/quote] Actually I'm just wanting them so we have an animation of a guy riding a dragon to save me and my mod team from having to make yet another as
A Mod of some Dragon Riders would be awesome too :)
Gildar and Food, global. Everything else, NOT Global. A lot of us beta testers warned against what Global resources like this would do to the game. Everyone screamed "No, No, Micro BAD"....and we end up with a map with resources that don't matter much. The resources matter, but where they are doesn't matter. It's not a good system. I should have to guard my caravans and they should have to transport good to cities to have things like armor and weapons made. I should be able to Specialize
[quote who="_PawelS_" reply="35" id="2768524"]The global mana pool is a good idea, but there should be also "channeling points" (like in MoM and AoW) that limit the amount of mana that a sovereign or champion can spend per turn for casting spells. [/quote] Maybe. It depends on implementation. If Mana is made Global just for the sake of it being "Global" and the other stats of the casting unit aren't taken into account or have anything done with them then Global Mana is
Pfft...I want Flying Dragon Mounts!!!! Horses and Wargs....how pedestrian... :P I also agree with the OP btw.
[quote who="Astrolathese" reply="18" id="2768101"]Looking into the XML I have noticed that various techs have an assigned value so in fact some of the initial part of tech trading is in the game. As for implementation I think part of the proble is the way that the current tech tree is constructed. Currently you aren't actually researching an individual tech within a tech tree you are researching an advancement to the tree as a whole then selecting which tech you get upon advancing
I need some ghostly units. Something with a "See Through" model so I can skin parts but leave other parts blank. I've tried with Alpha Channels in Photoshop CS4 with no luck. Heavenfall has given it a shot too and doesn't think it's possible. Also, the Dragonlance Team could REALLY use those converters/plugins to get our models in game without having to use three different programs to do it. We've got some good models virtually done already and are working on animations. Whatever tools you gu
[quote who="Spitz" reply="18" id="2767451"] Quoting Raven X, reply 16 Oh, might I suggest maybe you should repost this in the General Section as well so it gets a little more traffic and more people to discuss it. For some reason a lot of people just don't come to this part of the forums. I don't want to cross-post to multiple forums, but if you think it belongs in the general forum instead, just report the thread and see if someone from Stardock w
Ok, look, I can really understand why people have the view that Tech Trading isn't good. This is because it's never really been handled correctly in any game I don't think. If you're going to trade tech you need to put a little "realistic thinking" into it. In real life if two countries were going to trade a tech, say a powerful weapon, the country that wants it is going to be paying through the nose. The country that's giving it up obviously wouldn't give up their best weapon unless they had
I only played a few games in the Dark Sun campaign setting back in my P&P (Pen and Paper) D&D days. I thought it was a very unique setting that's for sure. Good luck with this my friend. I'll be very happy to play it when you're done. If there's anything we can do to help please let us know, just keep in mind until it's done we'll be putting the main bulk of our efforts into the Dragonlance Mod. Still, any help or advice we can throw your way we will :) .
[quote who="Jharii" reply="12" id="2767332"] Quoting Raven X, reply 11 Wintersong has a Dark Sun Mod going. Well, it's got Dark Sun stuff in it anyway from what I know. You should seek him out. Sounds like good stuff though Wintersong's mod, while entitled "Dying Sun," does not appear at all to be a Dark Sun mod. Rather, it appears to be his own unique D&D world. I certainly don't want to step on his toes, but everything
[quote who="Jharii" reply="68" id="2767792"] 1. All folders are labeled to where they go. Inside the Gfx folder you'll find 2 folders, Eyes, and HKB. Both of these are in your Install Directory located at: C:\Program Files (x86)\Stardock Games\Elemental\Gfx Raven X, From my testing, I have not been able to store any graphics in the Mods folder. Should I assume, based upon your location of the graphic directories, that this was your finding as
[quote who="Bobby Hardenbrook" reply="63" id="2767386"]Hey Raven, would you mind if I used your zombie and/or skeleton texture for a quest mod I want to do? Would use them as monsters in a couple quests. I'm new to all this and not sure what the etiquette is for sharing mod assets. [/quote] Not at all man, feel free. All that I ask is that you give the Dragonlance Team credit for the assets. Here's an example of a XML from the normal base files to show you what I mean: &l
[quote who="Cruxador" reply="19" id="2767485"] Also, there might be IP concerns, I don't know. [/quote] This. Blizzard would have major issues with their work being ripped and put into another game, even a Mod of a game made for free. Fan Made Mods can use copyrighted content and get away with it IF they make sure to give credits and post the copyrighted information from the actually owners (in this case Blizzard), but, the copyright owners can ALWAYS demand that the Mod Mak
Oh, might I suggest maybe you should repost this in the General Section as well so it gets a little more traffic and more people to discuss it. For some reason a lot of people just don't come to this part of the forums.
I agree with basically everything you cover in the OP, Spitz. When I first heard Frogboy mention "Global Mana" I thought it was a bad idea, but, that's because I didn't think of the other stats involved that could differentiate casters from one another. I really, REALLY, Don't Like It When Things Are Simplified. Mostly because I've seen it done on other projects I've worked on. Even ones where I was getting paid. The Real Reason behind why a lot of things have been simplified in other
Here's a pic of the Undead Essence Draining building. Note, when I say "Essence Draining" I'm not talking about actual in-game "Essence" but rather the magical Life Force of the lands. I'm pretty sure you'll be able to get it to work so that characters and armies only gain it's benefits by staying in town. It will require some creative XML, but it's indeed possible. Anyway, here's the pic of the tile I created. <img src="http://i95.photobucket.com/albums/l134/Raven_Xavier/Elemental_12
Wintersong has a Dark Sun Mod going. Well, it's got Dark Sun stuff in it anyway from what I know. You should seek him out. Sounds like good stuff though [e digicons]:thumbsup:[/e]
That is Awesome stuff man. I'm going to take a crack at re-doing your "Wall of Bone" graphic. If you like mine better you can switch it out if you want.