Search found 2373 matches
- August 30th, 2012, 1:54 am
- Forum: Art Development
- Topic: Replacing the desert mountains
- Replies: 68
- Views: 90914
Re: Replacing the desert mountains
EDIT2:Got a bit further. Maybe a multi-hex mountain will help now. These would be better as impassable, like what Eleazar told freim above. Or maybe they should be lowered. Those are really cool. I agree they look "impassable". Sleepwalker is right, the blacks are a bit too strong, and ho...
- May 13th, 2012, 2:04 am
- Forum: Game Development
- Topic: Sil
- Replies: 10
- Views: 7123
Re: Sil
This is the first Rogue-like i've come across that i think i might like...
- March 10th, 2012, 4:45 pm
- Forum: Art Workshop
- Topic: Brick Steampunk Castle
- Replies: 4
- Views: 3896
Re: Brick Steampunk Castle
I uploaded the wrong screenshot, and missed some files from the zip at first. Now attached are the actually final files.
- March 10th, 2012, 4:32 pm
- Forum: Art Workshop
- Topic: Brick Steampunk Castle
- Replies: 4
- Views: 3896
Brick Steampunk Castle
I did this quite a while ago for a project that went nowhere. It doesn't really fit mainline, but some UMC may find it useful. The .CFGs are very out of date: 1.6.5 (IIRC) but may help you put these together. Sorry, it was a long time ago, and i'm not providing scripting support to make these work. ...
- February 27th, 2012, 12:05 am
- Forum: Developers’ Discussions
- Topic: Super-Obvious Ugly Strategic Map View
- Replies: 7
- Views: 13580
Re: Super-Obvious Ugly Strategic Map View
Double click on mini-map -> terrain transitions go away a la editor's "no transitions updates". Minimap also gets some sort of colored border to show there is an active effect. Double click again to turn off. I don't think removing the transitions would help anything overall but frame rat...
- February 17th, 2012, 2:59 am
- Forum: Developers’ Discussions
- Topic: Changing how terrain Names are displayed
- Replies: 28
- Views: 28784
Re: Changing how terrain Names are displayed
Not quite true. Sunken villages act as villages for the purpose of capturing but do not have the village archetype and don't seem likely to get it. Similarly, the Castle and Keep overlays only provide recruiting capabilities, they don't gain the other attributes. I'm just saying that we don't need ...
- February 17th, 2012, 2:02 am
- Forum: Developers’ Discussions
- Topic: Changing how terrain Names are displayed
- Replies: 28
- Views: 28784
Re: Changing how terrain Names are displayed
I thought the idea of this thread had previously been implemented, but i see in 1.10 we're still giving priority to pointless info on the often limited space on the right of the menu bar. I'm confident the art is good enough that we don't need to tell the player that a particular castle is a "R...
- February 17th, 2012, 1:56 am
- Forum: Developers’ Discussions
- Topic: Super-Obvious Ugly Strategic Map View
- Replies: 7
- Views: 13580
Re: Super-Obvious Ugly Strategic Map View
...Our terrain is a bit complicated and the current interface does not tell the player much about it. The problems belong to the time where mixed terrain was introduced. Since then real behavior of the hex field is determined by a boolean sort of equation in which the unit is the variable for each ...
- February 16th, 2012, 8:37 pm
- Forum: Art Workshop
- Topic: Water Graphics in 1.9/1.10
- Replies: 71
- Views: 24355
Re: Water Graphics in 1.9/1.10
I don’t personally see a particular need to determine which water hex is of what kind when covered in fog, since that usually means I don’t have any units currently able to move to those hexes. In a rare situation, they’d have immediate tactical significance if there are units with the submerge abi...
- February 16th, 2012, 8:26 pm
- Forum: Developers’ Discussions
- Topic: Super-Obvious Ugly Strategic Map View
- Replies: 7
- Views: 13580
Super-Obvious Ugly Strategic Map View
In a thread mostly complaining about the "new" terrains, slowthinker had what a think was an excellent idea. (see especially the italic.) ....My primary need is to distinguish the terrains with a different effect without an effort. I like to see nice maps, but only if my primary need is no...
- February 16th, 2012, 6:37 pm
- Forum: Art Contributions
- Topic: New bridges (bridge-castle-transitions, hanging bridge)
- Replies: 132
- Views: 55481
Re: New bridges (bridge-castle-transitions, hanging bridge)
Re: Hanging wooden bridge It bugs that the bridge hangs flat in the middle in bridges more than 2 hexes long. But i realize there's no good way to fix that, short of the map designer realizing that the bridge doesn't work well like that. Still i'm impressed with the amount of curving and hanging th...
- February 16th, 2012, 5:02 am
- Forum: Art Contributions
- Topic: New bridges (bridge-castle-transitions, hanging bridge)
- Replies: 132
- Views: 55481
Re: New bridges (bridge-castle-transitions, hanging bridge)
Re: wooden rickety bridge This is a really lovely, and i'm sure technically challenging piece of work. The vanishing into the depths effect is perfect, IMHO. If i was going to nitpick, i'd say the sharpness looks a little too high for terrain, and you've used black too aggressively in the joints. T...
- October 7th, 2011, 1:28 am
- Forum: Art Workshop
- Topic: Magical Attack Icons (part 4 added)
- Replies: 38
- Views: 23998
Re: Magical Attack Icons (part 4 added)
Thanks guys :) Neoskel: Please include the Readme.txt in the zips you are redistributing. You can append info about your edits if you wish. Yeah, i know this is in the same thread that has the links to the same in information, but your versions are going to end up on a bunch of harddrives, and chanc...
- September 28th, 2011, 12:48 am
- Forum: Art Workshop
- Topic: Magical Attack Icons (part 4 added)
- Replies: 38
- Views: 23998
Re: Magical Attack Icons (part 3 added)
Part 4 has been uploaded to open game art
This ones bigger than the previous parts:
This ones bigger than the previous parts:
- Air Burst: 4 colors
Fire Arrows: 5 colors
Fog: 7 colors
Light: 7 colors
Link: 4 colors
Ice Needles: 5 colors
Rip: 5 colors
Shielding: 4 colors
Slice: 4 colors
Wind grasp: 5 colors
- July 10th, 2011, 7:58 pm
- Forum: Off-Topic
- Topic: Books discussion
- Replies: 1066
- Views: 368271
Re: What are you reading right now?
Currently reading The Diamond Age by Neal Stephenson. Good, but only a short way in so not really sure yet where it's going. Diamond age is possibly the densest concentration of sci-fi i've ever read. In other words, if you don't have a strong background in science fiction you probably will be lost...