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.
The ways of the tile editor are many and mysterious indeed. Would you like to "release" the study?
Oh, no. I'll still do it.
And yes, it's funny. When you start rotating tiles in ways they weren't intended to be laid out, they start conjuring up even more interesting ideas. That entire tile started with the dungeon entrance as a "stairway" into the ground. It just looked really good like that. Once I started building around it, it just didn't make sense to be a Study any longer. It had a bit more mystery and secrecy around it. Arcane Laboratory made way more sense.
oddrheia really stumbled upon a perfect theme though. The dungeon tiles work really nice with flora to make a very flavorful elf city.
Yes, it really works. I think I'm going to have a crack at the irrigation system, I'm not getting anywhere with the water shard.
Irrigation system. Feedback? (edit: made some of the trees bigger)
This took a bit longer than I would have liked, there aren't any people standing around building, because the scale looks a bit odd, not to mention that it's probably burning hot up there. Think of it as they taking a break, heh.
Underconstruction:
http://img215.imageshack.us/img215/517/elemental1284827808.jpg
In map editor, side by side by... side:
http://img834.imageshack.us/img834/7780/elemental1284827883.jpg
I'm personally proud of how the trees got planted and "grew", but that's just me. I really hope the cluster of trees count as one object, otherwise I'm in deep trouble in object count, .
Let me know if you want an earlier under construction version. If not I can just upload it.
@Heavenfall
I like it. I would offer that you close the Loop in the back though just for a closed system. From there the Feeders could go out from anywhere on the system.
"Sneak peak at the Great Theater."
A very solid design. I might even say it is "Beautiful to behold"...
Can I ask if the first and second tiers are configured the same as the top 2 in the pics? Just curious how folks would get up top to the cheap seats.
I like! I was looking for ways to set up the waterways but my own experiments turned out lacking . That irrigation system looks almost garden-like .
Grand Theater for feedback: Is it too busy/crowded? Should I get rid of some of the ivy?
Only the Ivy covering the front entrance would be my take. Perhaps move the Trees out a tad if room permits.
John_Hughes: *waves hand* they climb some ivy Alternately, I can put down the ladder to the pillars supporting the top two rows... wasn't concerning myself with such trivial details .
And that fire shrine looks nice! Bit odd with all those trees in the desert though... is there a way to convert the terrain under the influence of a faction into a different type in game?
Put me down for the Missionary Hall.
The update with People on it looks good for my picky detail. Seems they could traverse the rows without worry. Well done.
Now for a totally random thought.
A "Grand Hall" should seat more than 15-20 folk perhaps?
On the subject of sitting people, I've a new-found respect for the person who sat down all those little people in the original tile of Great Theatre. I put down half as many and the clock gained two hours and my hand hurts something fierce now.
Well if I understand it correctly, it should be in kingdom land, which is all green and so not a desert. I just couldn't figure out how to get the map editor to show kingdom land, so it ended up that way, heh.
Kalin: I just asked because I remember playing a random game (Tarthan kingdom) and they started in the desert. I've also had them start in green/near forests, so that's why I was wondering if there is a way to force terrain.
Here's Great Theater WIP:
And here are the actual .xml files:
Great Theater (I removed the large ivy patch from the entrance as per John_Hughes' suggestion)
Great Theater WIP
I'll take Palace next . Also, in the original game, Mint of Ruvenna looks similar (same?) to the Palace, so should I do the Elven Mint of Ruvenna too? Do I make it look similar to Palace, or different?
I'd prefer if it was different. They're the two buildings that are the most likely to be in the same city.
Great! Was a bit peeved to see them look the same in the unmodded game myself . I'll do the Palace first, and if nobody claims the Mint of Ruvenna while I am at it, I'll do it after.
Missionary Hall. (sorry!) carry on.
Too many tiles for missionary hall!
top notch work guys... if only i could tweak the controls, i would be spending a great deal more time in the editor...
those coord controls are killing me!
The irrigation system in building. The slacker at the stairs is about to get very wet. Tomorrow I'll do Stables.
Study v. 2
RAR File
Under Construction:
Completed:
Will adjust and re-submit. My bad.
oddrheia I had a quick look at the great theatre and there are two significant glitches that are quite disturbing to look at. Do you mind if I modify the seats slightly to fix the problem?
Is there any way to view the special effects without the big E in the editor?
Oh, and put me down for the workshop, please.
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