Terraziel

Terraziel

Joined Member # 2392017
1 Posts 45 Replies 716 Reputation

[quote who="Aractain" reply="40" id="2665506"]The only issue I have is the same issue I had in Galciv II, I wanted a ship about the size of 8 tiles. However, your engine just scales down the size of the ship to the title based on its extents (as well as a maximum size in the editor). Damn you! Elemental looks like its going to be difficult - if not impossible - to create massive multi-tile 'stuff' on the terrain. This potentialy saddens me.[/quote] yeah, on a

73 Replies 127,552 Views

I shall preface this by saying that I Always play games on as high graphics settings as they support, heck I use the configs that make Crysis look better. My general opinion is that you should endeavour to have as aesthetically pleasing graphics as possible, up until the point, where it will interfere with the game itself, the issue I feel is that graphics have taken the front foot for the better part of the last decade, there were various moments, 2001 seems to have been on

80 Replies 174,472 Views

[quote quoting="post"] Suggestions and ideas on how you would like to manage spells. We’re working on this internally but we’ve love to hear your ideas. [/quote] Whilst this is something impossible to judge without knowing how many spells we are likely to be expected to manage as a maximum. But my first though ran something like a hand of Magic cards, basically a click button on the interface that spreads out an arc of cards, either

91 Replies 161,136 Views

Just as something worth noting for this discussion, there are already, as noted previously in the thread, "Refugee Camps" as a tile in the game, they don't have function as quest givers but should be proof enough that people have banded together during the period between the cataclysm and now. as an aside, the argument that inns\nobles shouldn't really exist yet is as dubious as the argument that inexplicably during the last one hundred years no one anywhere has built themselves a

15 Replies 12,063 Views

A couple of minor suggestions, to improve the overall feel of the game world. Firstly I think some of the major items in the wilderness, need to have graphical\texture effects that spread to nearby tiles, take for example the Bone Ogre lair, Now this creature apparently lives in a volcanic vent, unfortuna

1 Replies 19,022 Views

Personally, I would agree that complexity isn't really the issue at hand, if anything it's not complex enough, because you don't really have to think about where or what you are building, you lack interest in your cities, this is not helped by lots of buildings that do essentially the same thing, as well as the horrifically ugly nature of the cities themselves, not the individual designs, simply the "I am square building stuck randomly in square with a bunch of other square buildings". <

85 Replies 295,281 Views

my current concern is that you have too many buildings, my hope is that buildings will end up as more unique than what they are now because, for example, as far as i can see there is no reason what so ever to build: Conclaves, Emporiums or Town Councils, to say nothing of the buildings which seem to have no function (yet) such as granaries and warehouses. Conclaves are the worst offender, you could literally build another city for the cost of a Conclave, and it does next to nothing, even

174 Replies 510,456 Views

Initially I was able to train a "Party" of troops, and successfully did so. but at some, unfortunately ambiguous, point the option stopped working, with "Party" selected the build time and the Wage still increase but the overall Cost doesn't, and when you click to actually train the units it only queues up a single person, "Squads" work fine.

3 Replies 1,823 Views

Whilst I realise magic isn't really in yet, the single spell that is in demonstrates that the icons are wrong According to the Icons on the "Revive land" spell card it should be costing 5 essence, because the weird wibbly blue line represents Essence in the rest of the interface, most specifically on your channellers stats.

0 Replies 1,147 Views

I assume this has probably been noticed but..... The categories in the unit design window are horribly wrong. Under the Armour Tab, I'm fairly sure that cloaks do not count as "Wrist Gear" and that Armlets are not "Weapons" Under the Equipment Tab, Boots count as "String not found", and again cloaks as "Wrist Gear" as an additional bug, the first time you go in to the screen after a reload, the items aren't divided into categories at all.

0 Replies 878 Views

2000 armour would get mean you only take 0.0099 Percent damage and incidentally, its pretty simple really. Though obviously this only a single part of the damage equation. Percent Damage Received = 1/(1+0.05*X)

26 Replies 23,104 Views

Essentially I'm making this post so as not to interfere with the SoA2 thread Now, just to keep this on the right track, so it doesn't look like i'm picking on Major Stress for some reason, my experience with the AI is different than Major Stress, and I can probably assume other modders have different experiences with it as well. This thread is for discussion and conglomeration of what we know (for future use in the Wiki obviously), but from said thread: [quote

4 Replies 5,873 Views

Yeah, sorry about the abruptness of the response, it was like 2am http://sinsmodding.dreamhosters.com/index.php?title=Developer_Exe Read through that and what I'm about to say will make a lot more sense. I'll give a basic rundown, but just play around with the dev.exe it's pretty explicit about all it's functions, and there are lots of them, these should get you going though.<br

6 Replies 6,361 Views

Sorry, Wasn't clear enough in the second post, Got it working in the end. It was the models lacking an Ability-0 point that was causing all the crashing.

7 Replies 6,704 Views

My suggestion for how they should set up allowing "monsters" to wear armour, noting this is just for behind the scenes coding ease, as one way or another you want your weird monster to wear sensible looking armour you will have to model the armour to fit it. First is that you need a "body type" tag somewhere in the unit\model\race set up, (invisible to normal gamers obviously) Second is that instead of simply assigning each armour piece a model, you would set up a list a

42 Replies 75,648 Views

Well, given the information that it Can work, I started again. Long, story short: It turns out that whilst neither the mines nor the ability reference it, CreateSpaceMine requires an Ability-0 point on the mesh of the unit that is spawning them to work. This would probably be fine if I were simply making a minelayer unit, but it means I would have to edit go half the ship meshes in the game. but I'm just going to make the ability spawn a dummy frigate that spawns the mi

7 Replies 6,704 Views

Is there some strange trick to SpaceMines that I am missing? I can't get them to work at all. Custom Mines on a Custom Race = Minidump, Sins Mines on a Custom Race = Minidump, Custom Mines on a Sins race = Minidump. I may just give up and place the mine abilities on mine shaped frigates, but that seems defeatist. And I know it's something the behind the scenes about the mines themselves causing the issue, as the buffs all work fine, but it crashes the instant it looks at

7 Replies 6,704 Views