[quote who="Heavenfall" reply="11" id="2889154"] Ventri Metal Deposit Both of these names, the 'name' attribute and this 'Desc' tag, are used in the final map xml file. The names I give these fields come from my possible misunderstanding of their true function in Elemental. You need them both because one or the other will not completely describe what kind of objec
cephalo
I love the good-evil extremes that you find in fantasy. The thing I find unacceptable is the idea that you can find common ground with a faction that wants or needs to destroy everything that is important to you. Even peace is ridiculous in this situation, much more so is intermarriage and alliances! I would have liked a permanent state of war between the two opposites. As for Godwins Law, I think the Nazis have a very important linguistic function as an extreme example of how ba
[quote who="impinc" reply="9" id="2889001"]Hey cephalo. Great job with the new version. However, I am seeing one "problem". It's not with the vanilla game, but with ACP. For some reason, it seems like none of ACP's goodiehuts spawn (although you get the normal goodiehuts). However, the quests spawn fine. I imagine you're using the spawn no objects flag. I have a feeling this may be on SDs end (in how they implemented that flag).
Personally, I like a fairly large map, but I'm amazed at how many people like the 256x256 size that Elementerra allows. When I was making Elementerra and allowed them that big, I didn't think people would actually use it... I just wanted something arbitrarily ginormous so that I wasn't the one holding anyone back. The fact that some computers can handle it bodes well for the future of the engine in my opinion. I just released a new version of Elementerra yesterday btw. It's so cr
I don't know about you guys, but when I try to make changes in the cartography room I end up with a garbled map. This happens even if I try to make a new map within the cartography room. I would stay away from it if I were you. [quote who="Heavenfall" reply="5" id="2888339"] cephalo, great job. If I have one comment, it's that mountains tend to get shredded up by paths a lot. So instead of having cohesive mountainranges, you end up with many many mountaintops in close proximity b
Welcome Elemental fans! Here is a new map generator for Elemental: War of Magic. There are many new features here. This is a very different map generator from the original Elementerra. Some of you may prefer the old one, which is here . Download Elementerra 2 here. <a title="
[quote who="BlackRainZ" reply="21" id="2887074"]Sorry, I am a little confused as to what this new version does. I mean I read the description so are you saying that depending on what shards spawn and where, the land will be different or something? [/quote] Yes. The balance of magic also affects resource placement, but its still hard to predict where things will spawn.
I've got the UI all hooked up and working, but I've exposed some crash bugs that happen when you pick outlandish settings, like 60 magic shards on a 48x48 map. I should have it polished up by next week.
Make sure you have 'Use Mods' checked in options. Then your custom maps should be usable.
Its always satisfying to quash a bug that's been sitting around unnoticed for a long time, diminishing the experience in subtle ways. Something seems wrong but you don't know what. I do find it odd that the unit class would track pixel position. I guess it could be used for mouse picking within a radius, but where would the pixel be centered? Units are represented by many pixels after all. The head? The crotch? Curious.
[quote who="troglyte" reply="32" id="2883615"] quoting post Good quests are hard to create. I seriously considered removing quests from Elemental entirely (I still don't know which is the better design decision). I hear you there. I find myself clicking "OK", "OK", "OK" through a majority of the quests, maybe its just me but I don't find them engaging. You can make as many "Go to location X, fetch item Y" missions as
One thing I would like to add is that quests, especially when you've seen a particular quest before, really need to give a significant reward. A big problem with the ones in 1.0 was that they were really not worth doing. The resources spent on completing them were better spent elsewhere.
Sandboxing is not an issue for me. I download and run anything I find on the internet that seems fun or useful to me. I rarely investigate who made it or why, I always take their word for it that it does what they say it does. I may have gotten some malware one or two times but no big deal.
[quote who="Heavenfall" reply="84" id="2882033"]Likewise, having to convert different types can be annoying too. There are upsides and downsides to both, as I was explaining. [/quote] There's a big, big difference between being annoying for a minute while you get your types straightened out, and being annoying for months and months because you accidently misspelled something and put a garbage value deep in your code that causes it to fail one in twenty times! Strong typing goes
If you really want good mods, you will need a C++ DLL. If you also want to integrate scripting I prefer Lua over Python. C# friggin rocks as a language but I've never seen it integrated into a game. In my Civ mapping, I made PerfectWorld2 with Python for Civ4 and PerfectWorld3 with Lua for Civ5. These two scripts use many of the same algorithms, and Lua is many, many times faster. You can't ignore speed when your making games. The transition from Python to Lua was pretty easy, I downl
I still have some bugs to work out, but I took a nice screenshot today I wanted to share.
After using Python for Civ4 and Lua for Civ5, for basically the same code, I have to say Lua is about 10 times faster than Python. It's a big deal. If you haven't started the integration process, you should go Lua.
[quote who="Agelian" reply="16" id="2879950"]Only issue I ran into so far was a quest that spawned the darkling hut to kill was spawned on an impassable tile so i cant get to it to finish the quest Otherwise I'm loving the direction of this map script.. If only you could go all dwarf fortres and have it name the various areas spawned etc would to wonders for immersion! [/quote] Yeah unfortunately 'blocked tiles' are not respected when it comes to spawning things. You'll not
Ok, things are coming along pretty well. I have a system for placing resources on the map in the normal way and I also have a system for 'showcasing' certain resources. Both of these systems are configurable in two XML files, so you can add showcases and resources/map objects to be placed for mods or whatever. I have updated the file link in the OP to a new playable map file! I've played through half a game and though there are still the same cosmetic problems that I mentioned, t
[quote quoting="post"] During the betas of War of Magic, we had rivers in the world. Unfortunately, they looked horrendous because they couldn’t easily change the way they looked based on the morphing terrain system. For those of you not familiar with Elemental, in War of Magic, the terrain is totally morphable. It doesn’t just change shape but changes texture and such. We couldn’t get the rivers to look satisfying with this system and took them out. Unfortun
[quote who="Lord Xia" reply="12" id="2874818"]Eh, this game is for people who are familiar with fantasy to have heard the term "Fallen" in reference to dark and evil to get it. [/quote] Ok, I have another minor issue. Even if one is familar with this use of the word 'fallen' from general fantasy, if you don't know this particular story, you wouldn't guess that it is not necessarly the enchantress that has fallen, but her background is among a fallen race of men. The name implies
You have to admit though, that if one doesn't know what 'fallen' means in the context of the fiction, I can imagine it sounding a little... clumsy. If you say something like 'Dark Enchantress' its a little more cliche, but at least it doesn't have the double meaning.
Did you edit this map with the cartographer? I've been getting alot of weird results lately from maps I edit there.
[quote who="WhiteElk" reply="12" id="2873053"] Theres reasons why that swamp exists and those mountains are so hot. And while exploring, one can decipher the land for clues, but not assurances, as to where to seek the magic (a mini-game of hot/cold). [/quote] Yeah, thanks for getting that. I specifically went that direction to make the map exploration a sort of puzzle to solve. The fact that the fiction called for a dead world, ouch! I believe that was a
There's plenty of work to do without explorable dungeons. FE can be a great game without them, and if you feel you can do that successfully and simply 'don't know' if you can pull off explorable dungeons, then you have to make this call. I'm looking forward to FE. However... when you say the word, 'explorable dungeons' it sounds like some tacked on appendage that one might imagine 'optional'. If you find a better name for it though, it could be something more than that, something that