Search found 826 matches

by Christophe33
August 4th, 2004, 9:41 pm
Forum: Art Contributions
Topic: Elven Sorceress Graphics
Replies: 93
Views: 8911

The lvl2 could have a green gem on the tip of the staff instead of a blue one. The lvl3 could have some halo around the gem. For the lvl4, you should move the hand that is not holding the staff anymore. Or you could replace the staff with a wand.
by Christophe33
August 4th, 2004, 9:28 pm
Forum: Art Contributions
Topic: Canyon terrain
Replies: 104
Views: 9011

The canyon are finished and includes 30 pictures instead of 29 since the ne-n version was missing from Ayin list. Here is a zip file with all the pictures for the one who want to start playing with it. I will probably reuse some of the cliff for the abyss borders in my underground terrains.
by Christophe33
August 4th, 2004, 5:44 am
Forum: Art Contributions
Topic: Elven Sorceress Graphics
Replies: 93
Views: 8911

Cute, but is it supposed to be a shyde replacement or an alternate path?
If an alternate path, then it would be better if it doesn't have wing.
And why not a male winged elf/faere scout?
by Christophe33
August 4th, 2004, 5:40 am
Forum: Developers’ Discussions
Topic: Classic factions are supposed to be all one race, right?
Replies: 53
Views: 4199

I think all the discussion of classic or not with "pure" race leads nowhere...so what about an anticlassic with pot luck choice...the player can recruit any units from any race. Let's have the paladin fight side by side with the lich:). From a strategic point of view it's the best test since no play...
by Christophe33
August 4th, 2004, 5:27 am
Forum: Ideas
Topic: Underground module
Replies: 25
Views: 2821

I didn't played any of the scenario using the localised light effects since I was too busy and I'm trying the Heir of the Throne campaign on difficult. I would prefer to have the underground terrain at least a bit different to the above ground counterpart to bring some variety. If non round mvt cost...
by Christophe33
August 4th, 2004, 5:18 am
Forum: Art Contributions
Topic: New unit: Elvish Rogue
Replies: 262
Views: 15975

I still thinkit needs more brown and tan colors. The lvl3 could have some dark green "highlight" and should have a bigger bola. It also needs some additionnal things like a belt, a scabbard, maybe a more elaborate helmet...
by Christophe33
August 3rd, 2004, 11:29 pm
Forum: Art Contributions
Topic: villages
Replies: 61
Views: 6482

I think you should drop the wall surrounding the villages. It will make it easier to see the houses and fit better the game since villages do not provide much additionnal cover for most units... well castle neither but it's another problem.
by Christophe33
August 3rd, 2004, 7:59 pm
Forum: Art Contributions
Topic: Canyon terrain
Replies: 104
Views: 9011

I think your last canyon tiles are very cool, and should be included as soon as they are finished (now that the code for canyons is done :) ). Could you please use the same names than in the package I posted back? (You seem to have it this way on the first hexes you posted) Btw, I will try to redo ...
by Christophe33
August 3rd, 2004, 6:08 am
Forum: Art Contributions
Topic: New unit: Elvish Rogue
Replies: 262
Views: 15975

I agree that elf needs their own brand of magic units and look forward tosee Jetryl's graphic about his sorcerer. I think some cool alternate attack could be through animals like a swarn of hornet (poison and slow?) or reflecting the enemies attacks.
by Christophe33
August 3rd, 2004, 6:01 am
Forum: Ideas
Topic: teleportation stuff
Replies: 42
Views: 4147

I don't think a zero cosat is a good idea but to have move at less that 1 or at value like 1.5 or 2.5 points would be a good addition since it would allow to smooth out some of the movement cost. An alternative would be to multiply everything by 10...or have the computer multiply it by 10 for the ca...
by Christophe33
August 3rd, 2004, 5:49 am
Forum: Ideas
Topic: Underground module
Replies: 25
Views: 2821

Well some terrain are basically the same underground and outddor like castle, water, sand,road... A special underground tag could modify all those if it was desired. The same parameter could be use to mimic some scale difference outdoor (like mv/2 for all units to make it like the hex are twice bigg...
by Christophe33
August 3rd, 2004, 5:25 am
Forum: Ideas
Topic: Underground module
Replies: 25
Views: 2821

Actually this feature was implemented and is available using the [time_area] tag. David I wasn't aware of it and haven't seen it used neither. Otherwise I will have worked more diligently on the underground terrains. Did anyone used it on scenarios? Well, I have done 19 out of the 29 canyon tiles s...
by Christophe33
August 2nd, 2004, 11:10 pm
Forum: Strategies & Tips
Topic: Muul's peninsula too easy
Replies: 38
Views: 5754

I also think that svenario balancing and strategy goes together. Sometime a scenario might appear too difficult because of a wrong strategy. Anyway the Muff Peninsula scenario needs to be balanced, specially at hard level. Allowing Muff to recruit skeleton would greatly help. Hords of corpse are no ...
by Christophe33
August 2nd, 2004, 10:54 pm
Forum: Art Contributions
Topic: New unit: Elvish Rogue
Replies: 262
Views: 15975

Here is a quick edit of your picture. I moved the arm holding the bola and played with the colors...not that well :). But I think the green is too bright anf the right boot was way too big.
by Christophe33
August 2nd, 2004, 10:29 pm
Forum: Art Contributions
Topic: Canyon terrain
Replies: 104
Views: 9011

A few more graphics done...less than 20 left to do.