Search found 2373 matches

by Eleazar
August 30th, 2012, 1:54 am
Forum: Art Development
Topic: Replacing the desert mountains
Replies: 68
Views: 77442

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...
by Eleazar
May 13th, 2012, 2:04 am
Forum: Game Development
Topic: Sil
Replies: 10
Views: 7017

Re: Sil

This is the first Rogue-like i've come across that i think i might like...
by Eleazar
March 10th, 2012, 4:45 pm
Forum: Art Workshop
Topic: Brick Steampunk Castle
Replies: 4
Views: 3832

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.
by Eleazar
March 10th, 2012, 4:32 pm
Forum: Art Workshop
Topic: Brick Steampunk Castle
Replies: 4
Views: 3832

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 The .CFGs are very out of date: 1.6.5 (IIRC) but may help you put these together.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. ...
by Eleazar
February 27th, 2012, 12:05 am
Forum: Developers’ Discussions
Topic: Super-Obvious Ugly Strategic Map View
Replies: 7
Views: 13303

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...
by Eleazar
February 17th, 2012, 2:59 am
Forum: Developers’ Discussions
Topic: Changing how terrain Names are displayed
Replies: 28
Views: 28230

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 ...
by Eleazar
February 17th, 2012, 2:02 am
Forum: Developers’ Discussions
Topic: Changing how terrain Names are displayed
Replies: 28
Views: 28230

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...
by Eleazar
February 17th, 2012, 1:56 am
Forum: Developers’ Discussions
Topic: Super-Obvious Ugly Strategic Map View
Replies: 7
Views: 13303

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 ...
by Eleazar
February 16th, 2012, 8:37 pm
Forum: Art Workshop
Topic: Water Graphics in 1.9/1.10
Replies: 71
Views: 24128

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...
by Eleazar
February 16th, 2012, 8:26 pm
Forum: Developers’ Discussions
Topic: Super-Obvious Ugly Strategic Map View
Replies: 7
Views: 13303

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...
by Eleazar
February 16th, 2012, 6:37 pm
Forum: Art Contributions
Topic: New bridges (bridge-castle-transitions, hanging bridge)
Replies: 132
Views: 54559

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...
by Eleazar
February 16th, 2012, 5:02 am
Forum: Art Contributions
Topic: New bridges (bridge-castle-transitions, hanging bridge)
Replies: 132
Views: 54559

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...
by Eleazar
October 7th, 2011, 1:28 am
Forum: Art Workshop
Topic: Magical Attack Icons (part 4 added)
Replies: 38
Views: 23590

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...
by Eleazar
September 28th, 2011, 12:48 am
Forum: Art Workshop
Topic: Magical Attack Icons (part 4 added)
Replies: 38
Views: 23590

Re: Magical Attack Icons (part 3 added)

Part 4 has been uploaded to open game art

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
by Eleazar
July 10th, 2011, 7:58 pm
Forum: Off-Topic
Topic: Books discussion
Replies: 1068
Views: 322030

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...