This stuff is damned addictive. "The Bone Yard" is below. :) <img style="vertical-align: bottom;" src="http://dl.dropbox.com/u/8370296/
John_Hughes
If this was anyone's "first" technical Beta than it does seem like the game had areas that may not have had as much exploration as might be expected. That is the nature of the Beast. Hard to get a full picture when you never have the whole game but it does keep things way more focused. After the Day 0 update (Patch is a bad word) I will continue to takes notes, good and bad, and keep the whole "Beta" process functi
Us Terrans are so friggin Anal... LOL [e digicons]*_*[/e]
Thanks. Hard to show all of it. It may be a bit cluttered but I was trying to see how the # of objects affects load time on a map. No worries. Any ideas for Tile Themes? That one would be impractical by itself on a Map but might fit somewhere on a Theme based Map perhaps
The Gold version to Day 0 patch = the 2 weeks worth of work done to further the game we know as E:WoM. It is hoped, that these types of patches/additions will continue for many many months to come. When those Patches "stop" coming, then the Community will have real reason to worry...
A Progress Bar that starts at 0(zero) on the Left and shows the actual # of .xml files (how many 3.31Mb =) that are getting loaded(parsed), on the Right end, would be cool. Watching the number count up, for us who know what they actually, the Bar doesn't have to say .xml, we could try and guess when the "Hats" were loading. LOL Some Tips and Lore screen would be g
[quote]"What are those red and green dots in the kingdom tree??[/quote] It would seem to indicate what is contained inside those unexpanded Icons. Red (for Unit types), Green (for Buildings).
[quote]"I am more disappointed on how if you aren't a fan boy then you get no air time on these forums."[/quote] It would seem obvious that the OP got his "air time". Logic would dictate, especially at this late stage, that a Lock Down has to be done so the Disks can actually be made. Frogboy has stated over and over how much he appreciated the Testers feedback going b
Kryo? Did you update your Bug Listing to a current state? That may help prevent a lot of redundant reporting over the next 2 weeks. Just a thought. [e digicons]:-"[/e]
It sounds to be a Direct X error. (is the scrolling background at the Menu a DivX file??) . Regardless, the Final should not have this issue as Alt Tabbing should be doable, surely...
Another, albeit a fanciful one on my part I present "The Way" <img style="vertical-align: bottom;" src="http://dl.dropbox.com/u
If you have done any Modding, be sure to off load those to a side Folder for later re-integration though. Well that is what I am going to do anyways. LOL! [e digicons]:thumbsup:[/e]
[quote who="NTJedi" reply="30" id="2710899"] Quoting Othello, reply 25 Quoting NTJedi, reply 22 I see several individuals posting screenshots, but they're not providing any location where we can collect them. The title reads for sharing your creations... not bragging ab
1) Allow the creation of Grouped Objects. Once grouped, they act as a single unit. 2) Allow the Saving of a Group(s) as new Objects that can then be selected for use as any other. 3) Allow on Tile objects to be Copied and Pasted. It is painful to heavily modify an object, only to find you ne
OK. I am adding Particle Effects to a Tile. Issue is it seems every time I open the Tile, the existing Effects seem to get replicated and the # of effect markers in the Editor grow nearly exponentially. Here is and example:  
I get the DX Error: Invalid Call every time I Alt. Tab out of the Editor(s) to move files about and then return. No .Err or Debug created.
Here is another attempt. The Hive Shrine. :) <img style="vertical-align: bottom;" src="http://dl.dropbox.com/u/8370296/Elemental_Hive_Shrine_3.jpg" alt=
Good idea. If we were to use the K.I.S.S. principle, we could have the Peasant renamed to Militiamen. Then have the first Town upgrade bonus be for said Militia (provides Leather armor), and the second would be the Random spawn and its all good. All that is really needed is to allow a Town to get to walls with 4-5 cheap Militia inside. No single dudes, with attitude. t
And it would seem more than plausible that Balancing of weapons and armor, building outputs( Research/Gold/Prestige ), Map based resource levels etc. etc. etc. etc, can, and better be, an ongoing process and can be done quite neatly over Impulse. Also, given that E:WoM will provide players MP there will always be someone griping about this weapon vs this armor... ad inf
[quote who="Othello" reply="25" id="2709576"] Quoting NTJedi, reply 22I see several individuals posting screenshots, but they're not providing any location where we can collect them. The title reads for sharing your creations... not bragging about your creations. Jedi, the intention of this thread is to see what people are creating. We can learn from each other to ever
[quote who="Tasunke" reply="38" id="2709619"]Moon gates? can we also have Makai gates and Netherworld gates?[/quote] What? I always wanted to go to the Moon.... LOL [e digicons]:X[/e]
Here is a 2 Story Hotel I generated as a first pass test. :) <img style="vertical-align: bottom; margin-top: 10px; margin-bottom: 10px;" src="http://dl.dropbox.com/u/8370296/Elemental_Two_Story_3.jpg" alt="" width=
[quote who="Satrhan" reply="3" id="2704528"]Is there a way to move objects in smaller increments? Right now I hover my mouse over the sliders and use the scroll wheel to change them, but the step size is just to large sometimes. You can do more precise placement when you first place an object, but doing this in 3d is a real pain...[/quote] The best I have found is select the slider and then use the arrow keys. Stil
I havent' gotten going full tilt .xml modding yet, but seeing as the game has Buildings that do this already, search the Dir's related to those buildings, find the related .XML (if available) and use it/those as a reference guide to your new Unique building. A few tweaks to an existing .xml file and/or copy/paste from the old to your new units .xml file should do the trick. <span style="font-size: s
Or a quick explanation along the lines of. SoV's, due to their Magical channeling ability, grow to maturity quickly but then age gracefully. Their offspring tend to show the same symptoms due to genetics, and while females mature faster than males (true even today), all offspring mature quickly and then age just like their parents. Plausible if nothing else. Emb