nice icons :)
crimsongekko
you're welcome, hopefully you can figure out what's wrong :) also Ginsu knives could get renamed to throwing knived and replace the vanilla ones I think, it's a bit weird to have two different kinds of those ingame. "ginsu knives" as a name is too obviously modded in imo, better have it blend in with the rest.
what I've noticed is the sling icon looking bad, and the knives doing too much damage I think? I've thrown them for some 11 damage iirc which does seem excessive. aside from that the items pop up from lairs, are available when designing units and are functions ( not sure if damage calculations are correct though )
is it indended for faeries to leave their lairs unprotected? also they probably still spawn too close to starting locations for a "strong" monster, I had them about 5 tiles away on a medium sized map ( or was it large? can't remember )
what's wrong with it? it seems to work just fine for me.
https://forums.elementalgame.com/435723 use the post_hdr file provided here and set contrast/brightness to 50/50 if it's still not to your liking, disable stylized lighting in the options works great alongside with this : https://forums.elementalgame.com/437209
shadows also have a crystal consuming spearman, I had to design my own spearmen in games without crystal available. not sure how the AI deals with it
I think "when idle" bonuses would make more sense the higher they are in the upgrade line.
thanx for the hires trees, I'm sure my 2gb gpu will love those :D
nice stuff, I'll give it a try :)
nice, looking forward to it :)
[quote who="mttriglav" reply="21" id="3283204"] Desert now has obvious sand dunes and light sand, unlike any other terrain... http://s9.postimage.org/lbq3bgshp/TNP005.jpg[/quote] that's the texture yeah. plains tiles adjacent to desert often share that texture with the desert tiles ( i.e. no visual difference except for props )
another suggestion, it would be awesome if you could diversify plains from deserts. they seem to use the same texture right now, which looks very desert-ish :)
potential is fine, let's not derail the thread please :)
I've also noticed this, but I didn't report it due to lack of descriptive power. please fix!
potential doesn't come with a cap on XP nor a disadvantage either :)
some before/after comparison pics would look glorious ;)
I'm sure I've seen "bridge" tiles on rivers, maybe it's only on stormworld rivers since they're impassable? anyway that particular tile we're talking about could be changed to be a "bridge" tile instead of a "river" tile , it'd be really flavourful :)
I can understand why you dislike purple but brown/grey is not a very good combo imho, because brown is still a dull color so it fails to "liven up" the grey a bit if you know what I mean. what about a hint of orange/yellow? I'm thinking of the difference between grassland and plains in civ4 ( not vanilla cartoonish graphics, I mean blue marble / FFH / master of mana graphics which are
does anyone ever choose this city specialty? it just doesn't seem like a good deal, since growth is often useless due to the food cap and you get an unrest penalty to boot. perhaps growth should be moved to the town instead, and the slum should get the +ZoC ( possibly alongside with some "production per grains" ) ? growth seems a lot more valuable
I agree with OP, I'd much rather be able to choose for myself where to build roads since the autoplacement is rarely satisfying. also bridgebuilding would rock.
instaroads are lame, using pioneers would be a lot better
a suggestion, currently one of the new textures is just plain grey which looks too dull imo. you could try adding a purpleish hue to it to make it a bit more colorful. also I recommend you try this with the post_hdr file in the lighting fix 1.01 mod ( use 50/50 for brightness/contrast ) , it makes the details pop out a lot more :)
cool mod, but you'll have to rename using _ instead of . otherwise the game won't use it for some strange reason. also the png icons should go to mods/gfx folder
nice update :) <span styl