Hey sorry for not posting for a while. I've been crazy busy for the last month. I still plan on finishing the last two cores and the wall sets for the gobs.
cptcasey
From now on he shall be know as Janusk the eunuch!
I'm going to try and spawn the resources without linking them to a tech. Hopefully I can make them spawn with the other initial resources. Although something I just thought of is linking each resource to a sovereign trait. For example the trait "Mage Friend" would cause an arcane ruin to spawn near your character's starting point. This would only work with custom sovs so the AI wouldn't have access to the new units. Though I could go through and add to a few of the existing Sovs. First thing
I plan to introduce in this mod a number unique and flavorful ally resources. The units they make available will bring a significant tactical advantage to any battle. The plan is to have both neutral and Kingdom/Empire specific resource types. To avoid useless resources spawning in a faction's realm I plan to make several generic base resources that both Kingdoms and Empires can build their specific upgrades from. Here are my initial ideas on neutral resource types and the
First I want to say just how great this mod is. It takes a somewhat boring and flat game and gives it a huge amount of depth. I did though run into one small problem. The AI has been spamming battle axes at me. Normally the dread fright ability isn't so bad if just one or two units in an army have it. Entire armies of axe wielders though make it impossible to even fight a single battle.
I'll take my red ring of death any day over this crap.
Did the update go in yet? I'm playing around with some new colors for the gobs. I'll let you know when I think I have a winner.
You asked for it, the new bigger better goblin level five city core! Now with bolder flavor and less carbs! The last two cores won't be ready for a bit. I have to brainstorm some ways to up the awsome. @ Wyn Looks pretty good. Maybe and a few awnings to protect the workers from the weather.
I was on a roll and managed to bust out all five cores. Any coments or suggestions would be apreciated. <img src="http://i454.photobucket.com/albums/qq264/SigurdGoldhammer/Elemental_1295649
Do we need to make build versions for the city cores? I should have some more tiles to send in before monday.
Cake? but I wanted pie..... What I am really looking forward to are more tools for modders. Basic things like an item maker or a monster/npc maker. Just something that would allow us to change things like stats size and color would be great.
Just sent in the tiles and the shadows. If anything is out of wack I'll fix it up. Also, are the cores limited to one effect and one ped?
Wow everybody is turning out some really nice tiles! Especially Oddrheia. Here are some shots of what I've been working on. I'm pretty much done. I just want to make a few changes here and there. I'll send them in tomorrow. I'll start on the city centers this weekend. Also Heavenfall would it be alright if I took a stab at writing some background for the gobs? Monument Master Archivist Loreshop <img src="http://i454.photobucket.com/albums/qq
I hope this doesn't affect custom tiles *gulp*
Thats a shame. I hope its brought back at some point. I would like to see more variations in the armor. Right now its a little boring.
I have a small suggestion for the snotling unit. I would change the name. Maybe gremlin or something similar. Snotlings instantly make me think of Warhammer.
@kronik83 Your labor pit looks great. My only suggestion would be to had some dead grass here and there.
I've heard a few comments around the forums that lead me to believe that at one time chainmail was at one time an armor type IG. Is this true and if so why was it removed?
Traditionally there are two was in a fantasy world to become immortal. The short route of undeath or the long and much harder road to godhood. Either would make for a fun game mechanic.
[quote who="Gazz_" reply="5" id="2856588"]Oh, they exist alright. They are just an army of very very small golems so you mistook them for the gravel you walked over.[/quote] Nano golems are the wave of the future!
Here are some shots of the stuff I've been working on. 1 Archivist 2. Labor Pit <img src="http://i454.photobucket.com/albums/qq264/SigurdGoldhammer/Elemental_1294249597.jpg" alt="" width="1024" height="640"
I've run into a little problem. When creating a tile I change environment to dead and set up the goblin color set. Everything works fine. However once I save quit and reload the environment goes back to grassland with the default colors.
As for succession I'd like to see your Sov age and die not matter what. It would make children much more valuable and add a cool story element. The Total War Games use this all the time. Its kind of fun to work and grooming your heir for kingship. If you don't get your kids out for some real world experience you'll be left with a Prince Herbert who refuses to marry Princess Looky.
I banged out the hovel and the civ tower. The idea behind the housing is that goblins being smaller than your average hungry monster would build their homes with safety in mind. Thus like bald demonic ewoks they built their homes high out of reach. I also Added a cave entrance to suggest a somewhat subterranean lifestyle. I'd like to expand on that idea if its alright. I imagined that goblins might have a bit of a Napoleon complex. They tend to over compensate for example their giant burning
I'd like to take a crack at the goblin buildings. I've been brainstorming a few ideas already.