Everybody loves elves!

BlargIAmDead

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25
No problem.

Did anyone else come up with ideas over the weekend? (Especially regarding food costs; there seems to be some controversy over that...)
 

NiKaNoRoU_GR

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115
Suggestions:

1.More races (like Chaos Elves and such)
2.Tileset-mix of Lordaeron and felwood tiles-good ;)
 

hellmonja27

Member
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16
i dunno about more races. maybe one more would be nice. i don't really like too many races to choose from.
anyway more problems areas for you to improve in:
  • the Spellbreaker and the Captain has the same voice set.
  • more buildings. and play more with the game's techtree
  • put some initial gold and lumber for a quicker start, don't leave it 0
  • i saw the Pavilion turn into a Pack Horse. that was pretty cute. <3 but as a pack horse it can't move. is it suppose to be like that?
  • yes. i had trouble with food. i couldn't find your equivalent moonwell/farmhouse so i ended up producing more pavillions to check your units.
  • more unique abilities for each unit. make comboes and balance them and make sure each is useful in battle.
that's all for now. so how's the actual map doing?...
 

NiKaNoRoU_GR

New Member
Reaction score
115
A problem...

Pavillions; I made so many to cover food production, I got grimmed!!!
You should make more buildings and tend to farms equivalents
EDIT: wtf.........Hellmonja27 posted these before me...so now I just repeat...
 

BlargIAmDead

New Member
Reaction score
25
Hey, I'm not complaining. It just shows the Pavillion's one of the biggest issues with the game. So I went back to the Object Editor and figured out the problem.

I meant for the Pavillion to be a mobile food source, that also trains bards and researches techs. It works well enough for the immobile Mead Hall that the Dark Elves have, but buildings aren't supposed to move (except for Ancients), so Pavillions can't move with a right-click. (They do when you click the "Move" button, but that's too much to keep track of...). Only two solutions occur to me:

1. Classify the building as an Ancient with "Stats -- Unit Classification". But that doesn't seem to have any effect.

2. Make the Pavillion building a unit instead, with "Stats -- Is a Building". Unfortunately, then it can't train units or research upgrades, which is the whole point of the Pavillion.

I'm thinking about just making it a normal building, without the ability to pack up, but if anyone knows how to get around this problem, that would be great.

---

As for everything else: Gaesatae have the same voice set as Huscarls because they're upgraded Huscarls; Dark Elf Skraelings and Burners also share a voice.

I've given both sides the normal amount of starting resources, and I'm still tweaking the tileset (though I don't think there's much more I can do).

I'd like to iron out the bugs with the existing techs and abilities (like Burning Blades) before adding any more; if this ever becomes a full campaign, most of the new buildings, spells, etc. will probably go to the campaign version of the Oneiroi.
 

AgentPaper

From the depths, I come.
Reaction score
107
For the pavillion, try making it again, but based off of an ancient, and changing only the models, attacks, and upgrades/units trained. Alternately, you could have two units, one the "rooted" version, the same as you have now, and another movable one, which is the same, but is a unit. Then just have a trigger switch them whenever they pack up or unload.
 

BlargIAmDead

New Member
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25
Unfortunately, an "ancient" Pavillion just floats around all creepy-like when it's ordered to uproot, since it has no "uprooted" model and I don't know how to insert one. In this newest version, I'm allowing both versions to be built, although I may eventually use triggers for both the Burning Blades and Pavillion issues.

This is the last version of "Elfhame" that will be available for a while; between a new work schedule and a new Murloc-based map I've been playing with, I probably won't be visiting this project for at least a few weeks. And since the forums only offer 4 KB of attachment space, and the Murloc map will probably be larger than this one, "Elfhame" will only be available for a week at most. Still, comments are welcome at any time. Get it while it's hot!
 

hellmonja27

Member
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16
glad you're still working on Elfhame. it's not that we didn't recieve it well. it's just that we think it could be a lot better. downloaded, be checking at home now...
 

BlargIAmDead

New Member
Reaction score
25
Could be. :rolleyes:

I'd like another revision or two before I put it on world-editor-tutorials.thehelper.net, though.
 
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