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.
Zomg... someone is on a roll!
I love how you applied the elf scheme to the temple.
Very nice everyone. Just got back from a weekend off so will get the University completed before to long.
I really like that Pub scene.
Thanks. The globs were supposed to be a stone patio but will not make the final.
WB, John
Lost Library: (same deal, no walling in, just fixed it up and put trees/green decoration tiles)
Lost Library being built:
.XMLs:
Lost Library
Lost Library WIP
Next... hrm. Let me try my hand at city hubs. I'll take Level 1, 2 and Being built, if that's not too many at once, and see how I feel about the others after?
Could someone remind me how the city hub transformations go? There are 5 or 6 K_outpost tiles loading up that are pretty much the same version of an outpost being built and err... how do they get used?
Looks like I haven't paid enough attention playing the game .
What I recall:
Founding city: Being built
10ppl = mining outpost (lvl1 hub)
next up =village (lvl2 hub, I persume)
next up =town (lvl3 hub)
next up =city (lvl4 hub)
next up =metropolis (lvl 5 hub)
So, why are there 5 or 6 tiles of the same kind of outpost (lvl 1) in various state of repair in the editor? And what happens if no walls are researched? The hub stays in lvl 2 state?
There are multiple tile designs for each city level (level 1 has 6 in total), however, I don't think that's something we want.
Basically, it would be nice to have 1 which we will use for population 0-9, then one for 10-24, then one for city level 2, level 3, level 4, level 5
More than that I don't think the user will care about, or even notice.
The tile you are making has no link to the walls. However, my idea was to use walls for level 3-4-5 that look like they were the outer walls I've designed tweaked. That will give us a city that is surrounded by a wall, but there will also be an internal wall around the city core that upgrades along with the city.
(edit: just to explain my reasoning: both the city level and the constructed wall around the city give bonuses to the defenders)
However, that's completely up to you, since I'm not doing the city cores.
No, I can work walls, sure. But... explain the internal wall that upgrades along with the city mechanic to me, please?I understand the basic premise, the walls around the whole city (not just the core) upgrade automatically, given the structure that provides them is built.
How does that work with the city core, though?
Is there a wall around the border of the 2x2 core tile that appears/upgrades when improvement (fort, etc.) is built?
If so should I bother with a similarly looking wall within the core tile at all?
I generally rarely build wall structures in my games, so I haven't really observed how they behave.
Outpost/village sneak peak: (I'll probably just make a fancier fence and rearrange things a bit for the village)
Oh, also, is there a way to get rid of the ground decal that was placed on a tile? I can't seem to, without replacing it with another decal.
Sorry, I've been a bit AWOL because Civilization V is good. Really good.
That's been a pet peeve of mine... I think the solution may be a nice 32x32 png file that is just invisible.
oddrheia, the wall you construct around the city has no impact whatsoever in the cityhub.
Jharii, I've been eyeing Civ5... hate what they did with Steamworks though. But maybe one day .
Heavenfall, so if I just wall the later cityhubs with the walls that look like those you've tweaked, it should work, right?
Yes.
This is the background text I've been fiddling with, by the way.
You know... I used to be really concerned about the DRM stuff. Then I realized after 3 years that my PC's are always hooked up to the internet anyhow. It seems a small price to pay for quality. Hell, back in the day, I used to build/upgrade my PC just to be able to even play games that I wanted. This really seems a small price to pay, and the outrage against Steam, Impulse, D2D, etc. seems a bit inflated.
Ah well, that's a topic for an entirely different day/thread. Everyone can beat their sticks, I'll be busy enjoying the hell out of the games.
City hubs all around!
Being built:
City Core 1:
City Core 2:
Let me know if anybody wants something different instead If not, XMLs below
Core_WIP
Core_1
Core_2
Heavenfall, in case you want to take a look, I slightly edited the race description. It's just for a personal preference, discard it, or integrate some bits if you like
The elves were a weak race once. In the times of old, they lived in the forests of the world, trusting in nature to provide both protection and comfort. But when the Cataclysm happened, the forests of the world died, and with them fell the elven kingdoms. Robbed of their legacy, the survivors turned to the channelers who possessed the power to bring life to the world again. Bit by bit they began to rebuild their civilizations, working the stone and replanting their magnificent trees. This time, it was decided, the mighty cities, magic and a strong arrow would protect the forests, and not the other way around. The elves, it seemed, would be weak no longer.
I'll do City Core 4 and 5 next, and will pick up 3 when the picket wall is ready.
The picket wall will just be what the kingdom city level 1 looks like, a high wooden barricade. Except, you know, trees.
PS. Your background description is better.
Edit: Actually, I would edit it again
The elves were a weak race once. In the times of old, they made their living amongst the forests of the world, trusting in nature to provide both protection and comfort. But when the titans brought about the Cataclysm , the forests of the world died, and with them fell the elven kingdoms. Robbed of their legacy, the survivors turned to the channelers who possessed the power to bring life to the world again. Bit by bit they began to rebuild their civilizations, working the stone and replanting their magnificent trees. This time, it was decided, the mighty cities, magic and a strong bow would protect the forests, and not the other way around. The elves, it seemed, would be weak no longer.
Amazing, amazing stuff, guys! It's very exciting to see the edtiors being put to use in such a cool way Let us know as you hit modding snags (or simply have code-side requests)!
couldnt ask for a better confirmation of your efforts... well done lads!
Thank you for kind words, BoogieBac! Cool to see that developers are looking at the modding projects
City Core 3: I'm not a big fan of the picket fence look, looks a bit too rough/human-ish/fallen-ish, but I think I made it work. And as always, open for comments and can do edits
Core_3
Oh, and core 4 and 5 both use the same advanced wall, don't they?
Yeah.
I would like a kick at Hosten's Library. Unless of course someone else was interested?
Go for it.
Usually city improvements cannot be built on forest tiles, I wonder if we could change that for the elves by adding the line:
<SupportedTerrainType>Forest</SupportedTerrainType>
into each improvements .xml file.
We could, but we won't. Unfortunately, a side-effect of that is that you can turn any forest into flat land as long as you can reach it with a building.
Edit: Actually, that might be an appropriate race bonus (to build in woodn tiles)! Well done for reminding me.
How does everyone else feel about it?
I'm not sure... on one hand, that can pretty much 'clear out' the forests adjacent to the elven cities, should a player wish to do that. On another hand, the elven city is supposed to be the fusion of a forest/civilization, so it makes sense. Plus, currently our elven cities do look foresty enough to warrant the bonus.
I'd say lets finish the mod and do a test run game with the race with the feature enabled?
Btw, what are we currently at with elven bonuses/drawbacks?
Nowhere, really.
As a flaw, I'd like to see 10-15% less prestige. As a bonus, I'd like to see 10% more materials, the Great Warriors trait, and Egalitarian (for free).
As a point of curiosity, could something opposite of hardy trait be done race-wide? Something like 1-2 less hit points for units? Can give them dnd flavor (-2 racial con) drawback, if we need more to balance the bonuses.
I think I remember a mention of giving them a small bonus to arcane research too... did that get scrapped?
There are many great features available to you once you register, including:
Sign in or Create Account