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.
Nothing's scrapped, I'd say. It's all ideas at this time. Personally I don't like the idea of arcane research bonus because spells are already researched so damn fast. A 10% essence bonus would be more appropriate, I think (if you're looking for a way to show off how in tune with magic they are). A 10% intelligence bonus is not out of the question either.
Something like less constitution could be done, but we'd need some pretty major bonus to outweigh even a -1 in constitution. For elven trained units, 20% less health should probably be balanced with 20% chance to dodge, or something like that.
I figured elves being able to build in forest would be nice, especially if we (down the patch-road) will be able to plant forest along our influence area.
Oh ya, as for dev-help for mods, didn't Heavenfall start a thread for that already? A suggestion in that thread related to this post would be the creation of new terrain types (of which we can assign different ones to difference races influence area).
I sent a message to BoogieBac in which I pointed out three things,
first was the suggestion nearly shared by all who have used the builder's forge: add numbers to the slides so we can adjust position and scale and such in whatever size we want.
secondly was the suggestion that we should be able to add environment types on our own
and third was a general complaint that they were adding content to the game that us modders couldn't change.
I have also talked with Cari_Elf quite a bit about some more specific problems, which hopefully will be a bit less problematic in the future.
Edit: Just to be clear, there are many other suggestions, but these are what I think have affected THIS mod the most.
Ha. The things I could do with more scale sliders... ah well, making do with what's given .
Havenfall, could I grab back some of the tiles I did that you've modified? I've been placing them up all side by side recently, and the pedestrian and small objects scale is a bit wonky in some of them (earlier ones). And the abbey towers could probably use a scale down a notch.
Unless you are planning to make things/scales more uniform across all the tiles closer to the completion?
I haven't started doing that yet. Was planning in doing it all in one go.
Okay. Holler if you want help .
Meanwhile, I've stumbled on a neato little anvil model and got sidetracked. Does anyone mind if I do the blacksmith? I'll finish the two city cores too, just thought I'd take an interim break from all the 4x4s in between.
If it's in red you can pretty much just start it and drop a comment saying you started it. Unless you've got like 4 reserved already.
You know what... it makes no sense that they wouldn't have bows from the start.
So it would be bows, warriors from both genders, and one more 10% bonus - either materials or intelligence. And then 15% less prestige.
Tomorrow I'm going to see if I can do some of the unit texture reskins.
Edit: Damn... well with 15% less prestige, I think we can afford great warriors (combat speed) as well?
I would say intelligence. Materials seem somewhat abundant last play
I'll go ahead and do the skin if you want. Just tell me the base file to go from. I checked the XML for the Wraith since they have pointed ears and it says they use the "<Texture_Skin>K_Male_Tattoo_Texture_02.png</Texture_Skin>" as a skin so I know if I start with that one the skin will fit the model. I can't find the skin file for the head though (yes I know the head is part of the base skin). The Wraith seem to have a "equipment" object, <Equipment>F_Head_Wraith_Mesh_08</Equipment> , for their head model and skin but I can't find the associated PNG for the head piece of "Equipment".
I'll start with the base texture K_Male_Tattoo for the males skin first that way someone can find me the location of the PNG for the head "Equipment". I'll also do a custom hair texture that I think should set it off nicely with some small vine tattoo's around the hair line. If I have time I'll re-skin the base clothing options with some leaves and stuff to make them look more elven. Keep in mind the skin I make for this I'll also use for the elves in Dragonlance minus a couple edits to fit Dragonlance's specific elven races.
Give me a day or two and I'll have it posted here or I'll host the PNG files and you can grab them. You'll have to hook them into the XML though.
Apologies for the delay, the Guild UC was driving me nuts. Here's what I ended with:
http://img811.imageshack.us/img811/3305/elemental1285731237.jpg
Anyways, without further ado:
http://dl.dropbox.com/u/11827581/Elven_Housing.rar
http://dl.dropbox.com/u/11827581/Elven_Guild.rar
Also, I was playing around with city hub design using the same theme, and here's something that's a bit, um... different. Introducing... the giant tree:
http://img695.imageshack.us/img695/7333/elemental1284952703.jpg
Edit: I'm not sure I like the blue siding on the that upside down pyramid in the Hosten Library sneak peak, it looks a bit out of place.
@John_Hughes I have to agree with Kalin I don't think the "blue" stuff fits. It will stand out too much. Most buildings are unique in nature, but that, I think, is going a bit too far. I like the idea of a sort of pyramid on 4 pillars and a small entrance underneath, it looks wicked.
@Raven X sent you 2 pms.
@Kalin well done. oddrheia has reserved the cityhubs, but if possible, do you think you could share the design you made anyway?
I was talking about something on IRC yesterday that basically came down to this. In order for huts/house-spam to look less generic and ugly from a graphical perspective, I think there should be an option to build a building that takes up a 2x2 tile, acts like 4 huts / houses, and costs 4 times as much as a single hut/house. Ironically, your city hub design would be perfect for that. Let me know what you think (edit: maybe with a few trees taken out).
About racial abilities: I like + to materials more than + to intelligence, even if they are currently a bit too abundant. Really though, I feel all the resources are too abundant, so I guess that's a poor indicator . On the other hand, I do like the idea of small bonus to essence.
John_Hughes, afraid I don't like the blue either, it clashes too much. The concept and building itself though is cool! By the way, what objects are those blue things? If we had blue/white/gray color theme they'd be awesome staples...
Heavenfall: that housing district tile would be a very welcome addition! Cool way to do away with uniform house rows.
Oh, and I've finished the blacksmith
Being Built:
.XMLS:
Blacksmith
Blacksmith WIP
Well I don't mind sharing, but I don't think it'll quite work as a large house in its current form (the tree is very big right now). The original idea was for the tree to grow along with the buildings as the city hub increase in levels, so that you end up with a huge tree in the center by level 5. Here's how it looks to compare with the houses:
http://img684.imageshack.us/img684/9823/elemental1285754593.jpg
I'll see what I can do to tweak it down to make it look more like a large house.
I'm giving up on the quarries. All I'm ending up is a couple of tents, no inspiration whatsoever.
Damn... I actually really, really like that giant tree look in game.
Kalin, and guys, I've an idea.
Let me edit my core 1,2,3 to account for that growing tree in the middle. Then Kalin can take over core 4 and 5 since I haven't started them.
Kalin, you think that you can put our version of advanced wall around core 4 and 5 for continuity purposes, too?
Well the problem with the giant tree design is that it takes a lot of space in the center, so I end up having to build the city core around it, and there's really not much room left for the walls unless I rescale everything down a lot (which somewhat defeats the purpose). That's why I just lifted most of the buildings up to the 2nd platform and went with that instead of a walled look.
You're welcome to try it out with a wall design though, I was just throwing it out as an idea to make it look different.
I was thinking about the wall being underneath the platform (repeating its shape), so it wouldn't really affect the tree . Might end up looking too busy/crammed together though.
However that idea turns out, I think this looks way better than the generic concept I had in mind for 4 and 5...
Hrm. While we sort out city cores, I'll try my hand at the smelter.
I'm going to send out another PM today to people who have reserved buildings, but are not actively participating in the discussion in this thread.
The contents will be that they should either finish what they are working on, or I will let other people try the tiles they've reserved - probably at the end of the weekend. I hope that we can get this released early next week (assuming 1.0.9 has been released by then).
Edit:
Hey,Just a heads up, the Elf Race community project is nearing completion. We're hoping for a release early next week.If you're got a tile you're working on, please try to have it ready during the weekend. If not, we will let other people have a shot at designing the tile.//Heavenfall
Well I can't really disagree but I was trying to get some sorta "windows" look. FAIL! The item is the small water trough.
I have made some mods to it already so will try and see what can be done.
Green or brown looks kinda bland though. A transparent panel would be ideal. Then you could see the peeps inside. LOL!
P.S. Let me finalize the University and Library and I will have a look at a Quarrie.
Quoting oddrheia, reply 313John_Hughes, afraid I don't like the blue either, it clashes too much. The concept and building itself though is cool! By the way, what objects are those blue things? If we had blue/white/gray color theme they'd be awesome staples...Heavenfall: that housing district tile would be a very welcome addition! Cool way to do away with uniform house rows.Oh, and I've finished the blacksmith
Water trough.Supposed to be windows.
I like the BlackSmith alot. Very tight and has a nice Elfie feel.
Quoting Kalin_02, reply 314Well I don't mind sharing, but I don't think it'll quite work as a large house in its current form (the tree is very big right now). The original idea was for the tree to grow along with the buildings as the city hub increase in levels, so that you end up with a huge tree in the center by level 5. Here's how it looks to compare with the houses:I'll see what I can do to tweak it down to make it look more like a large house.
I like it as well...but... it is a tad Large (wowzers).
It has only been a hundred years since the Cataclysm right?
That sucker has to be a Thousand years old.
Kalin, I absolutly love the tree in the middle - a growing tree is exactly what I pictured for an elf race as well. However, wasn't there a way to make one city hub for our capital city, and other hubs for normal cities? If so, we could use a REAL giant tree for the capital city, and another city hub type for all others.
Also: I was thinking of making a tech tree, and custom units for this awesome elf race - anyone have any suggestions? Please check it out here: https://forums.elementalgame.com/398069
Unfortunately, the tag that separates capital from normal city don't work.
Raven_X's skins
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