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.
Gotta vote deformed as well. The original is solid but seeing the city, they need to be smaller to offset their #'s in a single city.
As for "standards", another would be to have a walk\path way width left clear on ALL tiles so that it would present an almost street like look in the city when the tile #'s grow.
Obviously not doable at this time but as noted. For future Tiles for future projects.
Asked that a while back about diplomacy tiles... optional for now, I think. I'd prefer we did it though, in the end, maybe?
Now, this below is technically an off-topic spam, but I've hit a streak where nothing I'm supposed to be making is looking good, so meh. I've been doodling.
Random-thing-that-wouldn't-fit-anything:
Updated House and Under Construction:
http://img837.imageshack.us/img837/7663/elemental1285961717.jpg
Dls:
http://dl.dropbox.com/u/11827581/Elven_House.rar
We could take some freedoms, if we wanted to, with the diplomacy tiles. The monsters you get aren't exactly set in stone. It would be easy to hook up some animals instead of what kingdom gets. Same stats and all, but it would look different.
Edit: right now we have shrill, drath, spiders and dragons. Forest dragons kind of make sense, and spiders are cool too. Shrill and drath are less "elf" if you ask me. Bears and...? Forest protectors (golems)? Warhorses?
Not sure about everyone else, but when I think of wood elf I think Faeries, Unicorns, Treants ...
Also:
http://img823.imageshack.us/img823/1000/elemental1285967715.jpg
Maybe a Command Post?
Yep, a command post for sure.
We got to limit ourselves to what models are already in-game. Wood sprites are a possibility, that would be tiny (green) demons, like darklings.
Command Post and Under Construction:
http://img137.imageshack.us/img137/9292/elemental1285975788.jpg
http://dl.dropbox.com/u/11827581/Elven_Command_Post.rar
As for the unique units, technically, as long as the stats remain the same, we can do anything with it right? Why not make "elven" unique units for the first three. Like Elven Watchmen to replace spider, Elven Warden to replace shrill, Elven Templar for Drath and have Forest Dragon at the end due to their abilities? That way we can just use the sovereign designer to make some nice looking units for them.
You're right. Excellent idea.
We can use the special 2handed weapons 3dgrunge cooked up in the other thread just for one of those units to make it really special.
Edit: I'd rather we used the unit designer. That way we get access to all the armor as well. Tomorrow, I will finish the XML framework, the equipment is last on the list. Then I will create a small toolkit for us that we can use to design custom units. It's better to use that, since I can make available all the clothes, cloaks and gear and so on. So just wait for that.
Edit2: Dibs! On designing a custom mounted diplomacy unit. I can use the spear here http://img841.imageshack.us/img841/8305/pikes2.jpg as a lance.
Edit3: Note that technically there is no reason for us to limit ourselves to just one unit per replaced monster. So don't feel limited. The stats would definitely have to be standard, however. I mean, theoretically we could create something with half the health and half the attack and half the defense, and put it up as half price. But balance doesn't work like that. One "full" unit could kill an infinite number of "half" units.
The reason I said sovereign designer is because we can custom tailor colors and such. It's not that hard to get armors to show up in the sovereign designer (there are a couple of mods floating around that does this), and you get a really complete set. Since the goal is just to make it look good, we'll probably end up copying the items and give them zero stat anyways (since we don't want the item stats modifying the unit).
Can you link a mod like that? I'll need to modify it to apply for elves as well.
A couple comes to mind:
Old Armors: https://forums.elementalgame.com/393527
Altered Armors: https://forums.elementalgame.com/391819
More Sovereign Option: https://forums.elementalgame.com/394141
Normally we'd have to worry about balancing, but since we're only using them for cosmetic we can just design the units with the mods active, then trace the items down in xml, copy it over and modify the stats.
Ayup.
I'll hook it up tomorrow. Off to bed now.
Cleaning up.
Less Oasis, and more "Sun Well":
http://img843.imageshack.us/img843/6392/elemental1285990134.jpg
Should I start over?
Edit: The rock quarry looks okay... perhaps a bit too "normal" though?
Re-Edit: What I meant is that it looks like a bunch of people working, which is fine for a normal rock quarry, I just have a hard time seeing a bunch of elves slaving over some stone.
I like this armor, if we are to make a couple of hu... err, elven special units.
Also, are we going to hook up a sovereign for the purposes of having the race as an AI opponent? I could do a history for one, male or female?
And we'd need a diplomacy background dropback. And music themes.
Quarry: John_Hughes, maybe add a few ferns/smaller plants to the rocks?
Oasis: Hey, cool looking structure. Is that water crystal I see over there? . My first reaction though is that it's a bit too heavy on the elf-made stone elements. Remember the design you span off the distorted house? Maybe instead of the round platform, you could have the arch-road up the water crystal?
Last one for tonight:
http://img688.imageshack.us/img688/8830/elemental1285999986.jpg
Bazaar?
PS: The whole idea behind the sunwell was a mix between a sundial and one of those sun/moon astromonic symbols, so breaking it up with ramps just doesn't feel right, lol. Not to mention that it doesn't work too well because right underneath the stone walkway is a bunch of rocks that came with the Oasis tile. I might toss some trees in to see how it looks, if not I'll save it for something else, heh.
Oh, and no, it's not a shard, it's just an effect from one (dormant water shard 1) on top of the well. I thought I'd throw in there to explain the extremely high food production of the oasis.
Edit: Also, just to explain why the stone/sunwell concept, the reason I went with this is to represent the desolate desert around the oasis in the center.
I, for one, think that works as an oasis building. You got those little towers people can stay in and that's what sells it to me.
And yes, that is a bazaar if I ever saw one.
Kalin, do you still have the stable you did a while back? I think it would fit perfectly for a kind of "holy location" to attract the custom mounted diplomacy unit I was thinking about. If you could upload it I could finish it.
John_Hughes, I like the mine, but I think you should place at least one hut or a building. Sometimes the resource will be far away from a city, and it looks a bit odd to have those people working in the middle of nowhere without any support.
@oddrheia yes, we need a custom AI sovereign.
Edit: Digging into armor and things.
Here is the kit to design elf units. It's all the standard stuff, the oldarmor mod, the 2hander from 3dgrunges thread, and the spear/lance for the mounted guy.
http://www.mediafire.com/?rz5110negagzgg6
This is intended for modders only. You'll need to delete these files after you've designed the sovereign. Be sure to select "Elves" as race. Upload the XML when you're done.
Edit: here is what I had in mind for a recruitable diplomacy guy
http://img842.imageshack.us/img842/4941/elemental1286020345.jpg
Thanks everyone will make another pass.
Working on adding barding to the mount
http://img833.imageshack.us/img833/9569/elemental1286040477.jpg
edit: ver2: http://img440.imageshack.us/img440/9490/elemental1286043786.jpg
Bazaar and UC:
http://img713.imageshack.us/img713/2069/elemental1286043095.jpg
http://dl.dropbox.com/u/11827581/Elven_Bazaar.rar
Also, Unicorn Spring as requested (no UC though):
http://dl.dropbox.com/u/11827581/Elven_Unicorn_Spring.rar
This is the other barding available
http://img695.imageshack.us/img695/4552/elemental1286045647.jpg
Which one do you think looks best? I think the second works better as a heavy cavalry type unit.
PS. The first barding took me 2 hours to figure out. The second only took one hour. For the second one, I had to remove the skeleton from the havok file and then re-apply it using the game client.
While the heavy armor one looks nice, I don't think it fits too well with elves. Actually, I don't think the heavy armor look is good in general, too bulky? So I guess the 1st one.
Also, is it me or the guy is sitting way too far forward on those horses? Heh.
Oh and I'm not liking how trees work with the oasis...
I don't think there's any avoiding heavy armor. Most of the high-end warfare equipment is heavy armor.
The thing is, I'm trying to make the unit look unique. It's a diplomacy unit. Those guys take ages to build, and cost a ton, and have a load of stats. They have to be special. So I'm thinking as a Diplomacy building, this is the "lost legendary riders of the green forest" or something corny like that. Elves live a long time. These guys survived since way back when the original elven kingdoms fell. They got to look awesome. And they don't necessarily have to fit in with what is "elven" to us.
Edit: Also, someone is mailing me tiles, but whoever you are, you need to tell me who you are so we can give credit.
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