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.
Cleaning up.
Those look great John...nice detail.
There is some damn fine work through out this thread.. awesome work gang... this promises to be really nice...
about movement through forest being overpowered, i thought about it a little, if it is possible you could make forests=1 mp and the opposite of forests, desert = 2 mp.
I don't think 2 MP in desert is a good idea at all. There's a decent chance that the elves actually spawn in a desert terrain. That would give them 2 movement point costs for all the tiles close to their homebase.
Either way, I don't think it's possible to provide such bonuses/detriments at this time.
Edit: I be digging in on level 1 walls.
Elven hedge wall
http://img691.imageshack.us/img691/3567/elemental1285072781.jpg
Standard Kingdom hedge wallhttp://img444.imageshack.us/img444/1310/elemental1285072909.jpg
I really like the elven versions, lot more forest-y!
I also see a problem with Abbey :/. Looks like tiles adjust themselves for irregularities in terrain and that bridgework between the towers becomes discontinuous. Is there a way to fix the height of some objects in a tile?
No, it appears not. There are tags for the city terrain, but even when they're set to
<MaxHeight>50</MaxHeight> <MinHeight>50</MinHeight>
(which is actually default) there is still internal bumping. It gets even worse on elementerra maps, where the hills are much, MUCH more steep. I'm not sure how to go about this. Frankly, I'm thinking about just ignoring it. I think giving the players the choice to build good-looking cities is all we can do. Once the player tries their best to make it look ugly, there's nothing we can do.
Edit: It appears that we can build the objects in the tile so they do NOT adjust to the ground. I just saw this, so I don't know if it works. Tinker away.
Yes, it is possible!
http://img444.imageshack.us/img444/7421/elemental1285075081.jpg
The tag in the xml is <IgnoreTerrain>1</IgnoreTerrain> instead of <IgnoreTerrain>0</IgnoreTerrain>, so it is easily replacable on buildings we have already done.
I will personally make sure that tiles that use objects which "link together", like the abbey, do not end up broken. But I don't want to just apply the ignoreterrain to everything we've made. Rather, I will look at each individual tile.
How are those random "watchtowers" (wooden watchtowers that are placed around the city) controlled? Any ideas? Would be nice to change the model of that to something more elfy.
They're controlled by whoever designs the wall. I can remove or add however I want to.
For straight lines and outside and inside corners, they are chosen (at random) from a list of possible tiles. For the gate, it always seems to choose the 1st one.
If you want to polish the walls, here are all the wall-tiles I currently have hooked up.
http://www.mediafire.com/?zi1rnddvevtcc9c
Adding additional tiles is also very possible.
Quoting Rune_74, reply 177Those look great John...nice detail.
Thank you sir. My first 1X1 Tile actually. Seemed strange until everything is scaled down..
@Heavenfall
Can you post up the Refugee tile for me. Seems I lost the original and have only the build tile.
This is lovely. I wanna rent this lil' house.
www.thedyinggrounds.com/Elemental/Tiles.rar
Quoting Tormy-, reply 189This is lovely. I wanna rent this lil' house.
We accept Ducks, Chickens and pretty Lasses as Rent payment. LOL!
Thank you sir.
Ok I'm feeling inspired to do some more tiles. Might take a while to do the preview.
May I be greedy and reserve all these?
Granary
Great Mill (4 tiles!)
Hosten's Library (4 tiles!)
Wheat FarmApiaryOrchard
Oasis
SmelterBlacksmith
No. I think it's great that you want to help out, and I like what you've done so far. But you've already got 3 reserved. I really don't want to strangle any creativity or feeling of generosity towards the project, so please don't interpret it like that.
I'll add one more of your choosing, and then one more for each you finish.
Ok so let's start small, the granary.
Given how I just tweaked the fence and hedge walls (by placing more trees and bushes), do you guys think the same method could be applied to the remaining two levels of walls?
Here they are for reference
http://img530.imageshack.us/img530/6043/elemental1285094853.jpg
http://img215.imageshack.us/img215/694/elemental1285094997.jpg
I'm pretty sure it would work on the wooden wall. I'm not so sure about the stone wall.
Likely. I liked what you've done with hedge and fence, made them look more part of the forest, instead of boxing the forest in. I tried playing with lvl3 walls the other day, using the Advanced Dungeon Support, Advanced Dungeon Stone connector and rotated Desert Platform for decoration, but I coudn't make it curve nice, so forestifying defaults are looking be the best option.
What I could do is take some freedoms with how the tiles look outside the limit. It's actually possible to place objects all over the tile. For example, an outside corner is most likely just a quarter of a single tile. But I can actually use all 4 tiles fully.
With the level 0 and level 1 I was quite careful not to place too much outside the tile, because there are some graphical issues that may arise from that. But with the stone wall in particular, I could make sure to place at least half of the trees outside the wall.
The idea is to then use how these walls look for the main city tile. So you'll have one wall internally, and one wall externally. The internal wall will "level up" with the city.
Quoting Heavenfall, reply 196Given how I just tweaked the fence and hedge walls (by placing more trees and bushes), do you guys think the same method could be applied to the remaining two levels of walls? I'm not so sure about the stone wall.
Perhaps some hedging along the top of the stone wall would look OK. With smallish gardens on the corner sections.
Heaven: I'd go with a slightly different approach:
It would look less man-made, and more like a natural barricade. Not sure if that's even feasible - but it looks nice in my head (sadly it will stay there, I suck at art). Anyway, my main point is: You dont have to make it an actual rock wall, just because 'men' have it that way.
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