crimsongekko

crimsongekko

Joined Member # 4869104
19 Posts 385 Replies 413 Reputation

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.

37 Replies 109,389 Views

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 )

37 Replies 109,389 Views

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 )

1,118 Replies 2,453,954 Views

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

2 Replies 25,710 Views

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

1,118 Replies 2,453,954 Views

I think "when idle" bonuses would make more sense the higher they are in the upgrade line.

20 Replies 26,463 Views

[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 )

59 Replies 322,850 Views

potential is fine, let's not derail the thread please :)

20 Replies 26,463 Views

potential doesn't come with a cap on XP nor a disadvantage either :)

20 Replies 26,463 Views

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 :)

42 Replies 140,896 Views

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

59 Replies 322,850 Views

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

20 Replies 26,463 Views

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.

27 Replies 19,757 Views

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 :)

59 Replies 322,850 Views

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

34 Replies 38,015 Views