Thank you, thank you, thank you, and thank you. With this I was able to get my custom prop to properly show it's skin.
impinc
I just had to post this pic. We had a breakthrough, and I wanted to show the process of how the visuals are starting to get done (properly). HUGE thanks to Mr Morgan. Raven is also working on skinning the armor to make the rest look like a cyberman. Check out the cyberman head! I think I might scale it down a bit, but we'll see when the armor is reskinned. I think once this
Yeah, I kinda forgot about that. Heh, oops.
Ok, to get what I'm talking about, think about an archer. When you train a group, team, squad, whatever, of archers, you do 4x or 9x more damage depending on how many troups are in the group. So if you have an individual that does 10 dmg, the group (4) of archers would do 40. As it is right now, if you assign a special ability to a unit, it does NOT stack if you were to train a group. As in, if you train a squad of guys that have an ability thats a tactical spell (say, fireball for example),
No, its good now. What I THINK was happening was that I had another directory underneath (to make it easier to package the mod) and it was reading files twice. I think it made it unhappy.
When trying to create a new tactical map. CTDs everytime. Here's the dump: http://dl.dropbox.com/u/8949112/1/Elemental1_09-2010-10-01T03-06-01-506.zip
Ok, I had this weird problem which drove me nuts for a bit. I'm using a couple of custom decals in alot of my tile improvements. (Look in \Gfx\Decals to see what I'm talking about). This is what I had to do: Open the tile in the tile editor. The decal doesn't show up in the tile. Click on the decal button (bottom left hand side), and add the decal. Save it. Then I renamed the file back to the original name ( along with changing the internalname and displayname back to wh
I don't know how I missed this before, but I love the idea!
Wow...everything looks great everyone! I wish I were any good at the tile editor, as I would have contributed by now. If there's any XML work you want help with Heavenfall, let me know. Although it seems like you just did the most of it.
First, thanks for creating these posts (this and the list of mods). It's great to be able to locate everything in one place. Second, could you add Heavenfall's eLIB post to this one? https://forums.elementalgame.com/397668 . It's more for modders so I think it fits better in this post.
[quote who="RavenX" reply="33" id="2790993"]My friend, you have made a TON of VERY IMPRESSIVE changes here. That theme song kicks all kinds of ass too [/quote] Hahah thanks man, it's appreciated. [quote who="shafk" reply="31" id="2789247"]Just to add a little Humor to the Topic, Since I initially suggested the Sontaran race. Historically the Sontarans have been considered Toad-like (John Pertwee -3rd Doctor Era), lets equate that to frog Like and we now have a spec
I don't think you guys should stop posting because one or two people don't want to read about the Dragonlance mod (even though they do anyways). Like Heavenfall said, the Mod forum isnt exactly getting posts every minute anyways. And it was still cool seeing someone get a model into the game. Even if you don't like/aren't interested in the mod it's going into, you can at least appreciate what was done.
Here's the dump file it created: http://dl.dropbox.com/u/8949112/1/Elemental1_08-2010-09-29T02-16-14-667.zip I was playing with a mod installed. But here's the autosave in case it can be reproduced (havent tried, need to go to bed): http://dl.dropbox.com/u/8949112/1/AutoSave.EleSav
I hope the devs are patrolling this post...but anyways, another thing I ran into are Treaties. I'd like to see the ability to create an exchange treaty. Such as Race A will lose 1 gp/turn, but gain 1 material/turn, and Race B would lose 1 material/turn, but gain 1 gp/turn. This is a simple example, but you get the idea. I know that Treaties are really underdeveloped right now, but hopefully this can be expanded upon in future releases. EDIT: Thanks Boogie for the reassurance :P.
Alpha Changelog v0.41 (9/28/2010) - Added a new tile for the Cybermat factory, although this may change in the future - Added a few techs to be able to do higher level quests. I wasn't going to do this originally, but you miss out on so much that I felt I needed to add it to the tech tree. - Tweaked the tech tree. Specifically the groups/teams techs. Before, they had about a 50/50 chance of not even showing up at all. T
Well, yes and no. I just tried creating another treaty, like the non-agg pact, and it didn't work. I believe this one is hard coded. I see nothing in the Treaties xml file that DOES something (for the non-agg pact). It simply defines it, but doesn't define what it does. So, as for the yes part of it, I suppose you could overwrite non-agg pact. So, you can change the default value (right now set at 10000), and the duration (99 right now). However, if you want to actually HAVE a non-agg pact, a
I can't seem to figure out how to create a metal treaty (same as gold, lets say). I can't find where the tags are defined (Income for gold, ResearchPoints for research). So I'm not sure if it's possible right now. I'll keep experimenting with it.
It seems to work. There's just nothing there. And it looks completely different than the rest of the Elemental site. I was able to logon. It does feel unfinished though.
I was wondering if anyone created any new treaties. Also, I wonder if it's possible to create a swap kind of treaty. Like, race A is sending 10% gp production in return for 10% of race B's metal production. After looking through the treaties xml, it doesn't look possible, but I am not an xml master. EDIT: According to Cari_Elf, the treaties aren't hooked up for general resources yet. So, at the moment, it's not possible, but sounds like it is to come in a future patch.<
Ok, I'm messing with this a little more now, and it seems to happen when I load up one effect, then load another, then load the first effect again. I do this alot when I'm working on an effect, I like to load other effects to get an idea of what was done, then go back to editing my effect. EDIT: Also, I selected new effect, then deleted the emitters that were there, and on the last one, it froze. It seems it didn't like not having any emiters/beams in it.
Alpha Changelog v0.4 - Prestige buildings (sonic statue, attraction beam), also have Zone of Control modifiers to increase your area of influence. This is tied to the location of the improvement, not the center of your city. - Groups, and military techs a little harder to research. It was too easy to get really powerful before. - Nerfed metal
[quote who="Goontrooper" reply="15" id="2785760"]I'm actually looking at making unit sizes race dependent...haven't talked about it much yet, but I'm working on a 'generic' fantasy mod, not a recreation of any other source (MoM, AoW, etc) but something that I am designing ground up that will be designed to work with Elemental and play to the strengths of the engine. Anyways, in my mod so far, I'm trying to have, for example, Elf units go in a 1 / 2 / 5 / 25 unit s
If you want, check out my extended version of the Dr Who Theme I've been working on for my mod: http://dl.dropbox.com/u/8949112/DrWhoTheme%20-%20Extended.mp3 There's 11 guitar tracks, and that's it for the real instruments. The drums, bass, and synths are...well, VSTi's driven by midi.
I'm confused. Why play an online match 1 vs AI? I consider multi-player to be when more than one human is playing the game. It just seems like a weird option. Is the AI going to be different?
Heh, good stuff there Raven. Actually, Midi files are still used A LOT today in music production. Thing is, computers are so powerful now that there are prgrams that synthesize (or play a recorded sample) sounds, and sound real (the real good ones anyways). I do some music production myself, and I work with midi on a constant basis (because I only own a guitar).