This mod has been released, see
https://forums.elementalgame.com/398661
This thread is the result of an idea I've been tossing around lately. This run is an experiment - either people will show interest, or the project will wither and die.
TL;DR: We need your help to design Elven city tiles.
A selection of a few of the completed buildings:
Right now, we have a few modders doing a lot of work on big projects. Joining a project can feel like a big commitment. The individual modder can sometimes feel that he wants to do something, but don't really have the time to see a project to the finish line. He wants to contribute, but not sign away his soul. Enter the community project. Your participation and contributions are just as much as you want them to be. A community project is many modders doing small parts to form a greater whole. The intention is to push content to the end-user as soon as possible. Rather than a few modders doing work on mods over many months, a community project is intended to reach maturity within a week or two. Once the project is done, the mod becomes public property and anyone can use it in the future for anything they want to.
For the first community project, I thought we'd put an elf race in this fantasy game. More precisely, I thought we'd put something that LOOKS like elves in the game.
General outline for mod to meet release conditions:
- Elves play as Kingdom with Kingdom technology and Kingdom magic (no custom technology or magic planned at this stage). This will ensure that the mod stays viable after the community project is finished.
- Elves have unique unit textures - they will look like elves ( http://i304.photobucket.com/albums/nn195/summersong/Elemental/Gaediila_0_2106408875-24.png )
- Elves live in Elf cities. In this case, they are Sylvan or Wood elves, so city tiles should look like they were built inside a forest. See more info below. (examples: https://forums.elementalgame.com/396593 )
- Elves ride Elf mounts (a larger variety of horses, including white ones).
- Elves wield elf bows. They have kingdom stats, but look elven.
- (Additional outline, not required for release): Elves wield elf melee weapons. They have kingdom stats, but look elven.
- (Additional outline, not required for release): Elves wield elven armor and elven shields. They have kingdom stats, but look elven.
Nit-picking stuff: For this community project, I will be the moderator. Translated to reality, that means that if a situation appears where the community is split between two choices, I choose one. It also falls on me to make sure that tasks are not duplicated (update this thread), and that the project stays usable after the game is patched. In extreme cases, I may turn down contributions if they lack quality.
If you are interested in helping out, post in the thread what you intend to contribute with. You can also e-mail me at outelf@gmail.com
Required Tasks
Red means the task has not been assigned
Orange means the task has been assigned, and you should preferably choose something else to contribute with
Green means the task has been completed (and the files have reached me)
Note: You don't need my permission to start working on a tile. This is just so that if you want to take your time working on something, you can reserve that task so noone can steal it from under your feet.
XML framework (Heavenfall with ideas from Wintersong). The mod requires an XML framework to link everything together. Specifically, the framework should include a non-invasive way to link the buildings together, a raceconfig, and a racetype so that custom factions may use everything.
Unit Textures (Raven X). Both female and male elven skins need to be made, I strongly suggest that you adopt the skins from fallen units, as they fit the models with pointy ears. In particular eyes, eyebrows and mouths need to be cleared up to appear less goth.
Bow models (3dgrunge)
Melee Weapon Models. In this area, anything is welcome.
(3dgrunge)
Extra assets:
New colours for apple trees and swamp trees
Example of completed buildings: http://img21.imageshack.us/img21/5113/elemental1285328784.jpg
City tiles. By far the largest part of the mod, and the part where we will need the most contributions. There is a HUGE freedom here for contributors to put their own flavour on buildings, but keep in mind that the theme you go by will not be reflected in all the other buildings.
There are two key words that I want to stress here. First, the elves live in the WOOD. That means their city should look like it could be part of a forest - elves are one with the forest, and all that. No cleared fields, no huge arenas for training. And please, try to mix the trees you use - both leaf trees and pine trees. Secondly, the elves live in a CITY. They do NOT live in tents, or miniscule huts on top of large trees. Buildings are absolutely okay.
I strongly recommend that you do NOT use a ground decal, for example something that makes the ground look beige or dusty. These decals have significant clipping issues in game, and frankly look off in a forest city.
I strongly suggest that you use LESS than thirty models in total. This is to make sure that the city can be viewed like any other city. In this area, I will be rather strict and may edit buildings.
Buildings MUST be built on the right amount of tiles. If a building requires 1 tile, it MUST use 1x1. If it requires 4 tiles, it MUST use the 2x2 format. Any building that doesn't follow this rule will be instantly rejected.
I must also insist that you provide TWO tiles for each building. The game can use a different tile while building something. I recommend that you first construct the final building and save. Then load, and remove some parts, add workers and ropes and whatnot, and save as something else.
I strongly suggest that you use the following colours when using the tile editor
While the colours may change for release, they will not change a lot.
City Cores (all are 4 tiles!):Being Built (oddrheia)Level 1 (oddrheia)Level 2 (oddrheia)Level 3 (oddrheia)Level 4 (oddrheia)Level 5 (oddrheia)
Regular Buildings:Workshop (Heavenfall)Watchtower (Jharii)Study (Jharii)Arcane Laboratory (Jharii)Merchant (Novaburst)Hut (crystlshake)House (Kalin)Barracks (Kalin)Command post (Kalin)War College (Kalin)Market (Kalin)School (4 tiles!) (jshores)University (4 tiles!) (John_Hughes)Trade Center (Kalin)Bazaar (4 tiles!) (Kalin)Pub (HooblaDan)Inn (Kalin)Great Theatre (oddrheia)Town Hall (Heavenfall)Palace (4 tiles!) (oddrheia)Irrigation System (Heavenfall)Guild Tribunal (Kalin)Mining Guild (Kalin)Smelter (oddrheia)Blacksmith (oddrheia)Farming Guild (crystlshake)Granary (crystlshake)Great Mill (4 tiles!) (oddrheia)Construction Yard (Heavenfall)Temple of Essence (oddrheia)Monastery (Heavenfall)Tower of Ereog (fairwater)Abbey of Izil (4 tiles!) (oddrheia)Missionary Hall (John_Hughes) Embassy (oddrheia)
Harbor (crystlshake)Super-unique buildingsMint of Ruvenna (4 tiles!) (oddrheia)Hosten's Library (4 tiles!) (John_Hughes) Wall buildings (the improvement built to make walls - these automatically upgrade)Hedge Wall (oddrheia)Fort (oddrheia)Fortress (oddrheia)
City wallsCitywalls (level 0) (Heavenfall)CityWalls_Hedge (level 1) (Heavenfall)CityWalls_picket (level 2) (Heavenfall)CityWalls_Advanced (level 3) (Heavenfall)
Shards (all these are 4 tiles):Fire Shard (Kalin)Water Shard (Djohaal)Earth Shard (Djohaal)Air Shard (Djohaal)World Resources (all these are 4 tiles):Iron Mine (John_Hughes)Ventri Mine (John_Hughes)Stone Quarry (John_Hughes)Clay Quarry (John_Hughes)Marble Quarry (Heavenfall)Farm (Heavenfall)Wheat Farm (crystlshake)Apiary (crystlshake)Orchard (crystlshake)Stable (crystlshake)Crystal Foundry (Kalin)Scenic View (oddrheia)Refugee Camp (John_Hughes)Oasis (John_Hughes)Gold Mine (Heavenfall)Lost Library (oddrheia)Ancient Temple (oddrheia)Lumbermill (be gentle!) (John_Hughes)
Diplomacy buildingsShrill (Kalin)Drath (Heavenfall)Dragon (oddrheia)Spider (oddrheia)
Contributions are mailed to outelf@gmail.com or uploaded and linked here in this thread.
Not as far as I know. The effects don't look right in the editor anyway, they're always behind all objects. In-game they're rendered correctly.
Ah, I was wondering about that. I wasn't able to put fire in my forge.
Thanks!
Well, I'm going to save you guys a lot of work....after I finish Undead Rising 2.5 and finish making the Undead City tiles for the Necropolis, the next step the Dragonlance Team and I will be doing is making one of the two Elf Races that exist in the Dragonlance world of Krynn. These two races are called the Silvanesti and the Qualinesti. Actually there are Three Races of Elves in Dragonlance, the third race is called the Kagonesti, but aside from a few specific characters, the Kagonesti won't play a heavy part in the Mod because in the books they don't have a unified country of their own, but the Silvanesti and Qualinesti do.
When we release them they won't have any custom magic or abilities, so they'll fit perfectly in the base game. If everyone here who's doing stuff would like to incorporate what you've done here into them that would be cool with us. You could also count it as us incorporating our stuff into this, which ever way you'd like to view it .
Let me know what you think.
Heavenfall: of course go ahead! I'm a bit troubled they are there in the first place :/. Mind telling me what's wrong?
So can you put me down for Hut, House, and Barracks. I have some free time tomorrow and I think maybe a tree city like the great Ewoks of Endor could be fun to make. I had been considering doing something like the tree cities in the second book of Wheel of Time. I think either way I will make some mounted spiders to replace caravans.
If you've got assets feel free to add them to the project. If you want to use the assets when it's done, that's sort of the point of it all. But we're too far in to change the direction of the mod, so it's important that anything you want to add feels like elves living in the woods.
I can and I will! Just be sure to read through the guidelines, as they're extra important for house/hut.
oddrheia the problem appears when you have two objects that are occupying exactly the same space. So if you've got two models that are the same model, and they're exactly as big as each other, and they overlap... you'll get flickering issues.
*facepalm* I know about the spots you are talking about too now. I'm sorry about that, should have thought about it seen as I've ran into the issue with other games' toolsets too. Do you want me to fix/resubmit, or you've done it already?
I did it.
Put me on the queue for water, air and earth shrines.
Stables... need suggestions.
My air and water shrines. The water shrine is a little over the budget, if people have issues with it I'll downsize it.
Voila!
Well since no one complained I'll assume the Fire Shrine is done... so here it is:
Elven Fire Shrine
Also, I was playing around in the editor and ended up with this:
http://img842.imageshack.us/img842/6760/elemental1284937614.jpg
The only thing I can think that it'd be good for is houses... although I see someone else is already working on that. Oh well, let me know if you're interested anyways.
Oh, just in case you're wondering, this is how it looks like ingame with a bunch of them together:
http://img844.imageshack.us/img844/1830/elemental1284939147.jpg
and from the top:
http://img201.imageshack.us/img201/7527/elemental1284939182.jpg
A little too repetitive perhaps?
This is the earth shrine, I'm not too happy about it though...
Kalin I like it, I would scale down the trees however so we can actually see the buildings from above. Of course, since seanw3 called the house/hut, we have to wait for his approval. Otherwise, I am sure we can find another use for the tile. Perhaps Guild Tribunal or Trade Center.
Djohaal I like the idea behind the earth shrine, but it feels kind of boring. Maybe add some buildings around it at the bottom, like platforms and stuff.
Heheh, I was kinda going for that "hidden in the woods" feeling, and might have went a bit overboard trying to cover the stuff with trees, I'll see what I can do with it. Although I'm not so sure it would work as well as a guild tribunal (you can certain use it as that if you need), the reason I say that is mainly because I was designing the second tier ring to overlap to essentially create a 2nd layer of the city high above the brushes, I'm not sure if that shows up in the images too well though. This effect would only work if multiple like building uses the same system and are closeby to "link" them together for that platform feel. Not sure if that makes sense in words...
I see what you were going for and I think it works, but I also think it looks decent on its own. If not house/hut, then maybe just reduce the ring radius slightly.
I like the house fine but I would still like to maybe scale your design and use it as hut, I think house should have more like four of the treehouses and be much smaller. Nice work.
I absolutely adore all the shrines! They are beautiful!
Havenfall, the stables are good! The bottom right corner (near the animal cages) feels a little empty, maybe put down another tree or a fence with rope there? Just an opinion
My worker's forge just went out of memory by the way... after about 2 hours of lining up rocky base and stairs to the palace . Didn't save. So guys, save things often while you work...
Oh, another thing, Heavenfall, I've updated to 1.08.037 and I no longer see your trees with the objects. Is there another folder I should put them?
That's great stuff guys, Killer job
Oi, I've been busy for a few days and accidentally deleted my Pub model during an uninstall to purge mods after the patch. I'll get the pub up for ye on dropbox tomorrow evening, and hope to have the second one I signed up for done by Wednesday.
dont know if this was suggested or not, or if possible, but a modifier for the race to possibly not have the 2point movement cost through forest would make Elves seem unique in comparison to vanilla
Those shrines are very nice. Maybe it's the scale, but they look like 1x1 tiles, though, when they need to be 2x2.
If my perception is off, sorry.
I think no movement penalty through forest is a bit overpowered. Any way I don't think it can be done at the moment.
I was thinking about having elves get +10% materials due to their superior woodsmanship, and great warriors (combat speed) for their great agility. As a flaw, maybe 10-15% less prestige, or fewer children for the sovereign? (to represent their low birthrate, a common feature in most high fantasy)
Elves always seem to have more 'magic' than other races, so maybe add in a +1 arcane spell point bonus, or 15% bonus? The first loses it's value later in the game, the second gains value as the game progresses.
There are many great features available to you once you register, including:
Sign in or Create Account