Nope
Satrhan
After roaming around in the Elemental install folder I found several props that came with the game but weren't hooked up. Some of them looked quite nice, so I decided to add them. In total there are 21 props for the Fallen. I found a few Kingdom props as well, houses and walls, but their textures don't work so they're commented out for now. Preview: I found t
A bit late maybe, but I just tried it and it still works. So thanks!
[quote who="LightofAbraxas" reply="5" id="2885197"]To be fair, city building in AoW is just as brain-dead as can be. That's one thing that EWoM does better, at least. [/quote] Not sure I agree with you there. Its been a while since I've played, but if I recall correctly it has a few options. Most buildings allow you to build new units, some increased general productivity, some generated mana, there are a few mutually exclusive shrines that provide unique bonuses, if you build a w
It isn't white, but was it this van?
It's getting some positive reviews, strategyinformer gave it an 8.5, gamingXP an 8.1. I get that it isn't a straight dungeon keeper clone but more of a tower defense type of game. I don't mind that. But like I said before, maybe it's just poor level design, but I just don't get it...
Hey guys, a small update. I did the tiles for a two buildings pretty quick after my last post, but I wanted to wait until I had more to show before I posted again. I haven't done much since then though, so I'll upload them now. First off the arcane lab, I quite like this one as it is both simple yet recognisable. I made three stages, one for a small hamlet, one for a slightly bigger village, and one for towns/cities. <img src="http://img534.imageshack.us/img534/2896/elemental1296
Has anyone played the full game yet? I tried the first level of the demo last night. I don't know if it is just because it is the first level, but I didn't get it. The goal is to attract heroes, make them happy, and then kill them to harvest their soul energy. You can make heroes happy by giving them what they want, for the heroes in the first level this means gold. So you place a big pile of gold for them to find. Ok , so far so good. But in the first level, these pile
I don't know how it is in WoW, but it was also the final map in Warcraft III, where the horde, alliance and elves stood together against the demon horde. It was quite fun IIRC. Hmm, maybe I should look at that game again, been a while... On the quests, they're all quite good. I like Dark Rising and Demon Lord the most, but as they are quite similar in some ways I'm having a hard time deciding [e digicons]:P[/e]
[quote who="impinc" reply="216" id="2883407"] Look in Gfx/HKB/Items. That's where I grabbed most of the stuff. .hkb files are the models used in game. So, you have to make a weapon through xml (or just copy one that already exists, and change the modeltype - make sure you have a unique internalname). Then, you can give a unit that weapon through xml. [/quote] Thanks! I could have figured that out myself I guess [e digicons]:P[/e] I tried adding the two unused kingdom h
[quote who="Trojasmic" reply="1" id="2884322"] Unfortunately, the game is still pretty bland if you were hoping for a rich gaming experience. Try some of the mods... The modding community has been very active. [/quote] Not to belittle the modding community, but even with the popular mods the game is still not very interesting, to me at least. Don't get me wrong, what they add is great. But they can only cover the fact that the core game is boring for so long. I've sort
[quote quoting="post"]Important gameplay concept: In age of wonders when they realized that flying units could be too easily used to rush, they made a rule that those units can conquer a city but not control it once conquered. I believe that should be the role of armies: A hero may win a battle alone but if he conquers a city then he cannot prevent its population to rebel unless he has enough troops with him. REBELLION of freshly conquered cities should be introduced. That is present in any s
[quote who="impinc" reply="213" id="2883050"]It's amazing how much stuff comes with the game, but isn't hooked up through XML. [/quote] Hey impinc, how do you go about locating and hooking up those objects? I was going through the Gfx/HKB/Props/Thumbnails folder, and I found more than a few thumbnails of objects that are definitely not in the game, but that I probably could use...
Got my vote[e digicons];)[/e]
I doubt this mod has been updated for the latest version of the game.
Sounds interesting [e digicons]:thumbsup:[/e] (sorry don't have much more to comment at this moment[e digicons]:P[/e] )
Well this tile isn't so much a castle as it is the heart of the city, province, and possibly the kingdom. This is a place of government, and though it is a defensible location in time of need, all the daily military activities like training and housing soldiers have been moved to the city barracks. But the town crier is a good idea! Added a stage for him to stand on, as well as have some ceremonies and/or executions.<img src="http://img401.imageshack.us/img401/9972/elemental1296093499.jpg" al
Thanks for the kind words guys [e digicons]|-)[/e] Been a bit busy again the past week, but as of yesterday I have some time to kill. And just as important, had some inspiration as well. After a few tries I came up with this tile, I'm thinking of using it as the L5 city core. <img src="http://img407.imageshack.us/img407/934/elemental1296059695.jpg" alt="" width="
[quote who="Das123" reply="5" id="2875604"]Frogboy, I really think you need to look at the ambient noise generated from the map as well as bringing the actual map to life. At present the sound is really weak. Play a random game of Age of Wonders, close your eyes, and then scroll around. The sound communicates so much of where you are in that game and can either make you feel hot, comfortable or cold. Elemental is really lacking in this area. [/quote] I total
Allowing teleportation on such a massive scale would ruin any form of strategy, especially if it is available early on. I'll wait on Black-Knight to come here and declare you all heretics[e digicons]:P[/e] If it were up to me, normal movement would be increased a bit, and fast travel would rely on ships and good roads. Maybe some forms of teleportation would be acceptable very late game, at the end of a long tech tree. But if it becomes available early on, the game is reduced to teleporting
Oh I agree, the name generator is terrible, even a fixed list would be huge improvement. Also agreed on the capital, it needs to have a good solid name, as it will be the most important city in almost every game.
I ran some tests using fraps , to see how much framerate drops using these tiles. At the start of a game I get about 30 fps, and in a normal game this drops to around 25, and just over 20 when I change my camera angle to show very far into the distance. Now with my tiles the framerate drops into the 20-25 range as soon as I place the first one. Curiously enough though, framerate stays about the same no matter how many tiles I place
Looks pretty badass, but still a bit to much demon. Maybe with some more earth tones?
As long as it picks a name at random from the list, so you won't see the same names every game. With civIV it always felt a bit wrong if I placed New York for instance in a sub-optimal spot (to get a resource, or cut off an enemy's expansion, etc). I almost felt presurred to make it a grand city, silly I know. A fantasy game with fantasy names won't have the same effect, but I do have a point in here somewhere [e digicons]:P[/e] ; When I play a sandbox game, I want to feel like I am playing a
[quote who="impinc" reply="9" id="2870998"] Altar is a Kingdom. [/quote] So is Tarth [e digicons]:P[/e] Edit: hah, Stuie beat me to it