Ive just sent it along, the originals of the version 2 hut and the low count ones. The old version was an ok idea but was kind of lazy- with the trees coming from the roofs. Im not sure which looks better in groups though, since the old version looks to create a nice canopy effect. Ill let you decide, as they probably both present a different feel. The newer one is more urban while the older one is more rustic/natural. screen cap of new version: [IMG]http://img683.
crystlshake
did you get the newer version of the hut put in?
The following is a point of reference for the maximum zoom, it looks like just about anything smaller than half a person is pretty much lost unless it has color contrast (like flowers perhaps) EDIT: Looks like a new version update just came out with increases in map performance. [IMG]http://img375.imageshack.us/img375/345/4distref.jpg[/IMG]
Here's what Ive found so far: Hut: update screen caps on page 18 (the old model is still in game) sent in email New Elf Hut- can resend if needed Great Mill: effects, top water ripple reduce is beyond bounds of water resivour reduce size/adjust placement, waterfall effct could be raised a little bit to come closer to the end of the water track (height adjustment) if it doesnt affect appearence Harbor: remove tree from front of ship? add grass or something around
Do we just extract the 2 folders to the mod folder? stable revised: [IMG]http://img810.imageshack.us/img810/7161/elfstable2.jpg[/IMG]
Stable Build: [IMG]http://img716.imageshack.us/img716/5893/elfstableb.jpg[/IMG] Stable: [IMG]http://img268.imageshack.us/img268/1686/elfstable.jpg[/IMG] There are horse and people props but they wouldn't show up unless zoomed in close after I'd saved just before taking the screen caps. Not sure how well the hedge willow type trees work- I was going for a more sculpted and shaped look in the build version but not sure if the b
It might just be the angle but the 2 squarish crystals on the left side look kind of uniform, just checking to see if there is a variance in their allighnment would be good, otherwise looks solid to me. For the spider hut, perhaps a small sharp rock or two on the open side or next to the structure(or some sharp parts near the top-consider it arcitecural cultural divergence) to give it the 'tearing open the earth look' that the rest of the rocks do on the other side.
That is way cooler than just having the game pull a random pre-generated list from a database (the only random name generator I was familiar with before).
Id like to see it implemented in the following way: You set the target square for the spell, and the code indicates which other squares relative to the target are hit zones (x,y). This way you could cook up pretty much any aoe shape you wanted (like a customizable version of what disgaea uses for coding purposes anyway). so something like (x+1,y+1) would allow it to also target the square diagnal from the target possible friendly fire- but hey, sometimes sacrifices
Kalin: A couple things you could try would be using a wood platform as an inner ring between the green tile and white brick, or breaking up the colors on the roof by adding in some statues or other minor embelishments to break. Reducing the size of the brick roof (if its a platform) or adding some flowers or something for color or to give it a more organic less symetrical look might acomplish what you are aiming for. I'll look at the existing kingdom stuff that are still open&nb
Some kind of man-made structure would make it look claimed. Maybe a small shrine like building or something that taps into the well like properties of the oasis or demonstrates the resource properties put to use. Perhaps work with the theme that the oasis starts as the seed of a viable civilization in a desert setting. You could use the current one as build tile. Also the wheat farm: [IMG]http://img6.imageshack.us/img6/918/elfwheatb.jpg[/IMG]</
The inn looks good. I've got an idea for the wheat farm thing I can try out tonight. Might work on something else too depending on how my time goes.
Feel free to assign it to the farming guild. You can cut out the crystal and its effect if you want. I might take another stab at the hut tomorrow after work. Start from scratch this time and borrow a few elements from the base structure see if i can work in more pines vs. other tree types when i make it as pine is a new growth tree. Edit: New elf hut: [IMG]http://img547.imageshack.us/img547/516/elfhutb.jpg[/IMG] By [URL=http://profile.ima
Elf harbor reworked a little: [IMG]http://img14.imageshack.us/img14/3188/elfharbor2.jpg[/IMG] By [URL=http://profile.imageshack.us/user/crystlshake]crystlshake[/URL] at 2010-10-03 Elf Merchant's guild: [IMG]http://img408.imageshack.us/img408/1037/elfmerchguildb.jpg[/IMG] By [URL=http://profile.imageshack.us/user/crystlshake]crystlshake[/URL] at 2010-10-03 [IMG]http://img42.imageshack.us/img42/6660/elfmerchguild.jpg[/IMG] By [URL=ht
oddrheia: I'd say your current scenic veiw holds the appeal of a vacation spot, and holding the 'natural' look. Though that temple on the top makes me want to go exploring. [e digicons]^_^[/e] I really like the embassy roof. The masive tree and arc combo is cool. Did you combine smaller trees to create it?
The things I most want to see are copy functions in the builder forge and cauldron, and a test map/ console function to place a tile (modded ones specificly) for testing. The ability to scale objects out of starting proportion would be great too. I do like the no clipping on objects though as it allows for some neat effects when hiding undesired parts of an object.
I'd built the harbor tiles off of the existing ones so they should be ok (though shrinking the docks on the build one could have an issue). On that note how do you go about testing the tiles? I may take a shot at one of the other ones when I get home. Maybe a grown in hut or weighted scale structure for the merchants guild.
[quote who="oddrheia" reply="412" id="2793461"] First of the elven channelers, Ardhor was the one to lead a small group of survors away from the ansestral forests that burned during the Cataclysm. Bearing the power he never asked for, and forced to provide for more people than he was trained to, Ardhor is no stranger to hardship and loss. But like a tree that bends and never breaks, he has endured, and with him have endured his people. [/quote] suggestions:
You could include the graphic, but I'd hold off on the stats and stick with cosmetics for this one. The stats should be implemented with a tech tree/ race mod to keep all the game changing elements together in one mod. That should make tracking down pieces when balancing or updating a mod for a new game version simpler. Elf Apiary: [IMG]http://img339.imageshack.us/img339/1925/elfapiaryb.jpg[/IMG] By [URL=http://profile.imageshack.us/user/crystlshake]crystlshak
Elf Orchard: [IMG]http://img22.imageshack.us/img22/913/elforchardbuild.jpg[/IMG] By [URL=http://profile.imageshack.us/user/crystlshake]crystlshake[/URL] at 2010-10-02 [IMG]http://img651.imageshack.us/img651/6770/elforchard.jpg[/IMG] By [URL=http://profile.imageshack.us/user/crystlshake]crystlshake[/URL] at 2010-10-02 Elf Harbor: [IMG]http://img823.imageshack.us/img823/5803/elfharborbuild.jpg[/IMG] By [URL=http://profile.imageshack.
Submitted an orchard. The original 'hanging garden' idea didn't quite pan out as the trees would make the platform pretty bland with how I was constructing it. I think the Heavy looks fine. It looks like a more 'serious' unit where if these guys are running around the elves mean business.
That would be me for the harbor and grainery. I noticed in the native files there is a second harbor file (the one that doesnt have docks but a stone building) is it an upgrade version or an alternate? I'm not sure how well the impression of them growing the ships from trees worked out on the harbor one. I might take a crack at a new apiary (putting the bee hives in a tree probably) if i have the time
You could approach the draconian model thrue modded equipment, though that isnt as friendly if new armor is introduced (less ideal than modding a human frame with a few extra pannels). Though you could put all of the features on a cloak. I.e. The face spikes or full face thrue the cowl, and the wings and tail on a tri-segmented hanging cloak. Then that cloak could come in a few different designs and be race specific access. It would require sacrificing your cloak slot, but c