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.
oddrheia try to reinstall the trees. They work for me, but I had to reinstall the trees after I uninstalled elemental to downgrade from multiplayer beta to 1.08.037. edit: also, too bad about the lost tile ;(
seanw3 are you cool with the mod using that as a house? or would you still like to make your own.
Not to be too critical, but are some of these designs too big and by that I meant, they took up too much space (footprint)?
You mean going outside the tile? No, I've only seen that in Kalin's house so far.
@Heavenfall
If it is not a total hassle for you, or your schedule, could we get a quick TINY map made and place those Tiles that have made it in already. I would be very curious to see how that current run meshes togethor at this point.
It would help to see what the City sorta looks like given a "random" building placement. (houses not in is fine as they will be many in most games)
No problem, I'll hook it up tonight.
Palace, work in progress. It's missing people, and maybe couple more trees and some clutter, perhaps?
That blue-colored square that's sticking out from the roof garden is dormant earth shard effect meshed with the plants and flowers The version that I lost had steps all the way up the stone slope thing, but for the life of me I can't get them to look nice again, so I'm thinking to leave it as is.
In game. (Ignore the fountain, it'll probably go )
http://img828.imageshack.us/img828/9219/elemental1284999240.jpg
A couple of obvious problems here. First, the refugee camp is way too large. The watchtower isn't linked right (my bad). The neon green isn't working (all the clothes of the pedestrians turn neon-green). The stable looks terribad. I also think we need to re-do the fences to appear more wood-like (but I still consider it low priority).
Beyond that, I think the theme is coming together nicely.
Edit: The iron mine isn't in the picture.
http://img121.imageshack.us/img121/4074/elemental1284999577.jpg
Edit2: The farm isn't in either. just imagine it.
Cool! I always liked to see the work in progress, it's a bit like in painting: little pieces of a whole that are coming together, but not quite there yet, and sometimes you just want to pull your hair out in frustration until they -fit- , or scour your brain for a detail that's -missing-. But all along the anticipation for a finished piece makes you giddy!
It'll be nice to compare those pictures to finished state sometime down the line .
Btw: Anyone know what Mint of Ruvenna actually is? Tradegood? Scenic location? Church-like architectural structure?
the Mint is the ultimate economic achievement (i believe)... ive only ever built one once... but definitely a tradegood type building...
That's actually coming together quite nicely! I'm a bit surprised that it blends so well together thematically even though we still have a generic vision to work from. It's just typically so hard to mesh that vision together even when you have guidelines.
It gives me hope for the future of community projects like this. Thanks for organizing this, Heavenfall!
I'm thinking to do it next after I finish the palace_built tile, and yep, I build it before in my games, but it looks like a palace and we want it to be unique . So, I'm trying to get a sense of what to go for... So far, my criteria are coming down to this: Since it is a trade related building it needs to be busy/market-like. Also because it looks like a palace in original game, it needs to be impressive.
The impressive bit gives me a bit of trouble. I don't think it should tower over the palace, but it also needs to stand apart from market and bazaar. Hm. I guess it'll build itself in the toolset eventually
Mint of Ruvenna is a +100% gildar income building, that can only be built once in a _game_. It requires city level 4.
The footprint, aka how many tiles they take up is to much, unless you have figured out how to reduce the maximum number of tiles allowed per city.
It's not too much, it's exactly the same as any other kingdom race.
Oh, my bad. I love the work you all are doing. So I asked this before and you sorta answered it, I guess, so I will ask again. The mini people that populate the tiles, can you control them? This way they will be elves or the like and not regular people.
Yes, they're just like any other object in the tile editor.
But I've just been using the regular people. They're way too small to tell a difference, anyway.
I will scale down the Refugee Camp.Would 50% be sufficient?
The Missionary rebuild is almost complete as well.
Which begs the question, is everyone using 1-1 people scale or shrinking to fit the 1X1 tile sizes.
The missionary, being a 1X1 I found the people had to be scaled back (or would the game settings correct for that)
I'm scaling the pedestrians down as well.
I'm not sure what % would work for the refugee camp, you'll have to experiment.
Few things
1) Enlighten the ignorant, 1x1 pedestrian scale, is that middle of the slider, or the default as it shows up in the forge? (I've been scaling them down on occasion from the default, but I've also used as is...)
2)Heavenfall, should we also do Dragon Roost, Spider Nest and Drath Village tiles?
3) Palace, done!
Front (kept the fountain )
Back
While built
Actual .xml files:
Palace
Palace WIP
Oh snap I didn't even think about those.
Let's say it's extra, for now.
Great job on the palace. I'm removing myself from the stables. I'm going to try to clear up the basic wall to look more forest-y.
Potential candidate for the Merchant building.
Download: Dropbox
A few of the other trees and its perfect. Edit: maybe some physical building as well. A city, and all that.
15 minutes playing with the walls
http://img408.imageshack.us/img408/2979/elemental1285015915.jpg
compared to old set
Edit2: I'm not posting these images like normal since they're so large and the detail is quite hard to make out if I re-sze them.
I am going to work on my tile today and hopefully get the "building in progress" version done.
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