Shadow Realm – Brainstorm

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Home Forums Modding and Map Making Shadow Realm – Brainstorm

This topic contains 1,098 replies, has 37 voices, and was last updated by  Refineus 2 years, 2 months ago.

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  • #238939

    HousePet
    Member

    I’m been thinking about Shadow Element specialisations and I do think there could be a bit of overlap between a full Adept and Mastery version and the Shadowborn specialisations as both would be seeking magical power of the Shadow Realm as a main theme. (and I’d like to make each specialisation contain 7 skills at some point…)
    However, if there was just a Shadow Dweller single level specialisation which was more about thriving in the Shadow Realm and then a pile of secret spells only accessible in the Shadow Realm, it would work well.

    Didn’t Merlin mention that time was different in Shadow Realm? Has it really only been a few centuries for the races there? Merlin gained a thousand years somehow, that should be plenty of time to adapt and evolve a bit.

    More structure ideas:

    Celestial Pool: +100 happiness. Visit to heal living creatures and restore Ghouls to life.
    A pool of powerful holy water. Bathing in it is said to cure all illness and restore youth.

    Arcane Nexus: +10 casting points. Visit to heal magical origin, summoned and undead units.
    A nexus point in magical flows. From here, multiple sources of power can be assessed with ease.

    Glass Furnace: +10 Production. Visit to repair machines.
    Glass made in the Shadow Realm is much tougher than Athlan glass. It can be used for weapon or construction.
    Unlocks Glass Armoury: +1 physical damage for Infantry and Cavalry units.

    Silverneedle Glade: +5 production. (Was trying to make this work as a cluster of damaging hexes, but I suspect that won’t work.)
    Silverneedle is a strange ‘tree’ native to the Shadow Realm. It consists entirely of long thin metallic spines.
    Unlocks Silverneedle Cutter: +1 physical damage for Archer and Polearm units.

    Astral Garden: +100 happiness, +10 gold.
    The flora of the Shadow Realm is weird and wonderful. Gardens can have a strong calming effect on visitors and contain many valuable herbs.
    Unlocks Astral Hive: Recruit Astral Sprites.

    Void Window: +20 knowledge. Possible reflecting pool structure?
    A gap in the Shadow Realm, covered by crystal. Allows safe gazing into the depths of the Shadow Void.
    Unlocks Void Gate: Recruit Shadow Spirits.

    #238940

    Gloweye
    Member

    I only know that it would be very strange if all the races locked in the shadow realm didn’t evolve in some kind during the centuries that they spend there

    Did the others?

    No, the didn’t. They’re the same, just some cultural shift and finally freedom of choice.

    But we don’t even know if the time passes at a normal pace in the shadow realm.

    We never had any reason to suspect it didn’t, and it’s never mentioned anywhere. Therefore, i think it’s safe to assume time flows the same rate.

    lso, even though archons may be immortal (which I actually didn’t know they are) they will still have deaths due to the ongoing war and this means neccessary reprocreation if they didn’t want to perish.

    They’re immortal in that sense of the word. They’re also unable to procreate.

    The only method for them to swell in number is for humans who, in freedom of choice, choose only “the good” and thusly ascend to Archonhood.

    I don’t like the idea, but that’s the established lore. They’ve kind of given up on Athlan humans doing that though.

    Also, for shadow weed, we can just call the effect of it shadow weed and give it the description “negates the effects of the shadow sickness”.

    Sounds like a good plan. Then Shadow Walker would be the requisite for native races and Draconians, and the others could counteract it with Weed only, since there’s no human enchantments anyway. Application through Avatar Starting skills seems the way to go IMO. Shadow Walker, as a requisite, could also be MCU-bestowed – my suggestion was the Shadow Weed building, but that’s of course open to debate, like everything.

    @Gloweye I investigated a little and the only way I see how research can be unlocked through structures is by giving it as a reward for treasure sites. Since a research itself can only have player properties as a requirement you would have to somehow make the structure being inside of the city domain grant that player property and I don’t see how that should be possible. But maybe I missed sth, after all you wouldn’t have brought this up if you didn’t have an idea how to do it.

    The method’s currently used by the Heart Structures. I’m not 100% sure regarding the details but it allows you to add/activate player properties dependent on domain structures – but it might be completely on the player prop side, with a “Functions only if structure {structurename} is in this property’s domain.”

    Tbh. I think only a few Athla Treasure Sites should also appear in the SR anyway.

    I put up a list a couple posts above – #post-238901. You kind of agree with that one?

    #238941

    Gloweye
    Member

    Celestial Pool: +100 happiness. Visit to heal living creatures and restore Ghouls to life.
    A pool of powerful holy water. Bathing in it is said to cure all illness and restore youth.

    We can’t take away Requisites I’m afraid. But the remainder sounds good. Add population growth?

    Silverneedle Glade: +5 production. (Was trying to make this work as a cluster of damaging hexes, but I suspect that won’t work.)
    Silverneedle is a strange ‘tree’ native to the Shadow Realm. It consists entirely of long thin metallic spines.
    Unlocks Silverneedle Cutter: +1 physical damage for Archer and Polearm units.

    Cluster of damaging hexes kind of sucks because the AI pathing won’t take it into account, which is also the reason that they currently don’t spawn in RMG. But we could spawn it if we really want to – I just don’t think it’s a good idea with the above consideration.

    We could say people move very carefull through it though. And I like the upgrade. Fitting and small, but useful.

    #238942

    Dr_K
    Member

    EDIT: Sloth-ninja’d by Gloweye. I should really type less and faster.

    I only know that it would be very strange if all the races locked in the shadow realm didn’t evolve in some kind during the centuries that they spend there (except for the syron since they are native to the shadow realm). Also I’d say you can find reasonable explanations for almost any kind of set-up in this particular scenario if you want. There are just too many variables. E.g. you say “only” a few hundred years. But we don’t even know if the time passes at a normal pace in the shadow realm. For its inhabitants those few hundred years can have been millenia. Also, even though archons may be immortal (which I actually didn’t know they are) they will still have deaths due to the ongoing war and this means neccessary reprocreation if they didn’t want to perish. New generations however means new ideas, which means change, so why shouldn’t they decide to go serious with the syrons at some point? This doesn’t even consider the changes that the ongoing effects of living in the shadow realm may have caused on them. So a mixed race is entirely possible, though naturally I’m not saying it is the only viable option. But it may be an interesting one.

    We do not know that the races in the Shadow Realm are locked in, as there exist exits elsewhere, where they could have ended up. However, they are locked out of Athla.

    Regarding time, we know that it can move faster in some places in or beyond the shadow realm. Merlin’s gone for <50 years, but claims it was around 1500. However we don’t know where that time was spent when it moved more quickly, but to me it seems to imply that it took place in places beyond the shadow realm.

    The archons and dark elves left for the Shadow Realm for >200 years at the start of the campaign in AoW3. So even if millennia have passed, the dark elves likely haven’t evolved to mesh with the Shadow Demons as some of them were probably at least a millennium old and would end up fighting against that kind of evolution if it were to be happening by proximity only.

    Regarding Archons, I don’t believe it has actually been decided whether they can reproduce normally or not, but it has always seemed unlikely. However, it is known that they supply their ranks with reincarnated ‘good’ humans. In addition to that, I believe that they already travel between worlds since they have seemed to ‘mysteriously’ appear and disappear periodically (although I don’t have a specific reference in mind). Thus, I’d assume that of all races, they would be the most likely to be able to find another refuge as well as avoid being influenced by a ‘lesser’ race.

    So, yes there are too many variables, but with the information we have, I find it much less likely that there would be a merging of races beyond the shadow gate in the way suggested. I’m not saying the idea is not interesting, but I find it very out of place with respect to the lore for those races to actually mesh together into single dwelling races.

    However, I do think that the meshed dwellings could have a place in a plot of sorts. With the wizards who went through the shadow gate, it is entirely possible that at least one of them decided to play around with creating new races with some new found magic. But this seems more suited for scenarios and additions to the end of an actual shadow world mod since it introduces information beyond the established lore.

    ———-

    On a separate note, I do like the additional sites both suggested and modeled.

    • This reply was modified 4 years, 10 months ago by  Dr_K. Reason: Ninja'd
    • This reply was modified 4 years, 10 months ago by  Dr_K.
    #238947

    Charlatan
    Member

    Since I created the Layer and it’s Assets, (based-on content ofc © Triumph Studios) and by the Authority over the Netherworld given to be my the greatest of Overlords, Darkslash, I shall of course claim Leadership of the project, and answer to all the suggestions. As always, this will be in neutrality and never outright refusing a suggestion:

    Eomolch, Gloweye & Darkslash

    Your points are drifting too deep into AOW3 Lore instead of modding – which is surely also a reason for the disagreements. Especially for the freedom of immersion/lore/roleplay, content for the Editor and RMG should be ambiguous and open – the Lore is best placed mostly in Campaigns, Scenarios and those who eventually make maps / roleplay in RMG.

    Down to game mechanics, the options are clear. As Dwelling Races they’ll logically be based on Alignment, just as it is in the Vanilla Game.

    As playable Races, the effort to tie each of them to a strong alignment and keep it balanced at the same time would be way too big.

    Archons and Shadow Demons can be justifiably called “Pure Good” or “Pure Evil”, yes.

    But: Both these concepts tend to really go beyond what “Good” and “Evil” actually means, and represents a more extreme force nobody else can really relate to on equal / long lastingterms. This was actually apparent in AOW1 Gameplay.

    Alas, I say the Alignment / Morale question is FIRSTLY dependent on whether they will be Dwellings or Full Races. And this will likely depend on popular demand / further modellers.

    That being said, it is worth considering none or only one of the new races may work out eventually. This could allow free space for the Shadowrealm to be actually not a layer meant for regular battles and founding whole empires, but dedicated to being a very-high-danger very-high-reward optional layer.

    Furthermore, I want to point out I find a Shadow-Demon race fitting the game’s Leader Rig, and the overhaul necessary to make a Shadow-Demon Theocrat / Dreadnaught believable, highly unlikely to happen, but doable.

    Dr_K

    If we split apart the mods into individual ones (hopefully independent of one another)………………

    Yes they absolutely should be split, RMG, at current knowledge, seems to be fully capable of staying compatible there. The only problem may be shared textures (custom CLBs cannot depend on each other)

    They will depend on Decodence.

    Gloweye

    I put up a list a couple posts above – #post-238901. You kind of agree with that one?

    Basically agree, some answers / changes though:

    – Ancient Ruins: (different strategic model?): Retexture should do it
    – Gold Mine (different guardians, different strategic model?) – Agreed, Crystal Mine, adds Mana and Gold
    – Sunken City: Depends if it will have water, I suggest my colored ones ,Black or even white
    – Tomb (non-racial guardians): Retexture
    – Wizard Tower Ruins (non-racial guardians, darker strategic model?) Agreed
    – Lost City: Should be fine with another Retexture
    – Spring of Life: Will suit in well if I make a Non-Corrupt Theme.

    – Wicked Flames of Grauth: Already Finished
    – Sword of the Ashen Rose: Already Finished
    – The Raven’s Home: Against it unless popular demand wants it back

    We never had any reason to suspect it didn’t, and it’s never mentioned anywhere. Therefore, i think it’s safe to assume time flows the same rate.

    Correction: I do have a reason to suspect that: Units in AOW2SM travelled MUCH faster in the Shadow Realm.

    HousePet & Esvath

    Crystal Mines:
    Forge of Dreams:
    Spirit Fountain:
    Shadow Node:
    Celestial Pool:
    Arcane Nexus:
    Glass Furnace:
    Silverneedle Glade:
    Astral Garden:
    Void Window:

    Treasure Sites:
    1) Shadow Temple (Mythical)
    2) Forgotten Throne (Mythical)
    3) Tomb of Hive Queen (Legendary)
    4) Derelict Shrine (Legendary)
    5) Last Hold Sanctuary (Epic)

    I’ve added all of them to the list of possible Treasure / Visit Sites I’ll model. But there will maybe be just 4-6 special Shadowrealm Sites altogether, so don’t expect ALL of them to be made.

    #238948

    Charlatan
    Member

    Shadow Weed / Shadow Blooms – If I make a Natural Shadowrealm Theme, this will be the Model used on it, and the normal Shadowrealm will get an own darker version.

    This is to show a first impression of how a Natural / Lush Shadowrealm will look like if I make it – basically the same, but pure, natural, mystical – and quite obviously more comfortable.

    It’s a recurring topic for me, but I strongly oppose how Shadow and Darkness are always associated with vile, dishonorable and malevolent.

    #238951

    Charlatan
    Member

    I’m been thinking about Shadow Element specialisations and I do think there could be a bit of overlap between a full Adept and Mastery version and the Shadowborn specialisations as both would be seeking magical power of the Shadow Realm as a main theme.

    Not completely related but my WIP Campaign Psycho Path included a neutral “Shadow” Sphere, as visible on the page’s “Features” section.

    http://www.psychopath.charlatan.at/

    #238952

    esvath
    Member

    Wow, the shadow bloom is beautiful!

    A natural Shadow Layer maybe place where Fey/Faeries could live too, so maybe add a Faerie dwelling or at least Spring of Shadows (a retexture of Spring of Life) with Nightsade Faeries in the layer?

    #238953

    Gloweye
    Member

    Since I created the Layer and it’s Assets, (based-on content ofc © Triumph Studios) and by the Authority over the Netherworld given to be my the greatest of Overlords, Darkslash, I shall of course claim Leadership of the project, and answer to all the suggestions. As always, this will be in neutrality and never outright refusing a suggestion:

    I agree, and hereby declare my unwavering support.

    I’ve added all of them to the list of possible Treasure / Visit Sites I’ll model. But there will maybe be just 4-6 special Shadowrealm Sites altogether, so don’t expect ALL of them to be made.

    And I’ll just add them to RMG whenever designed.

    As for the rest – how to make the split? Currently, we got Decodence as base mod. Now the questions: Are we going to implement all general game changes into Decodence as well? For those not aiming to use the remainder of the mods, it will hurt compatibility. For example, us adding Shadow Walker to the Draconian Group Property will make the mod require a patch for every other mod changing it. (though we should still be compatible with Tibbles…). However, these abilities will need to be created in Decodence even if they aren’t applied, since the other mods need access to it.

    I could see the following mods being separate:

    – every dwelling
    – Possibly structures, MCU sites/buildings combined. Otherwise, in Decodence.
    – RMG (dependent on everything else, including the existing RMG patch, Decodence and every other group mod.)

    And who’s gonna make what? Charlatan’s going to craft everything ending up in Decodence I think. I’ve already started on the RMG mod(and currently managed to return subterranean gates, as well as somehow get Temperate Theme on the Shadow Realm layer…gotta fix some more.). I can add dependencies of the other group mods whenever they come. I’m also going to try and make it include my Dark Elf Dwelling without actually requiring it.

    #238955

    Thariorn
    Member

    Tbh. I think only a few Athla Treasure Sites should also appear in the SR anyway.

    Yeah, at most Athla sites which are pure/mostly magical aligned, as Sites created/nuild by Humanoids wouldn’t amke sense to appear in the SR

    It’s a recurring topic for me, but I strongly oppose how Shadow and Darkness are always associated with vile, dishonorable and malevolent.

    Well, orignially, the Shadow Realm was the home of the Syrons prior to the Shadow Demons’ appearances, which in turn corrupted the land.

    So a natural version is quite likely (and needed) as it seems the Shadow Demons took furhter losses during the last cenurty.

    #238957

    HousePet
    Member

    Very pretty flowers. 😀
    I’ve always liked the scenery in the Shadow Realm.
    The greys, greens, blues and purples lit by soft lighting were beautiful.

    #238958

    Eomolch
    Member

    First of all, I am happy to hear that Charlatan will have the final decision in most questions 🙂

    Now, for the sake of making progress, I will try to be short…

    I only know that it would be very strange if all the races locked in the shadow realm didn’t evolve in some kind during the centuries that they spend there

    Did the others?

    No, the didn’t. They’re the same, just some cultural shift and finally freedom of choice.

    Well what kind of evolution would you expect from the other races except for cultural (and technological: dreadnought) changes? The difference is that they didn’t pass the time in the shadow realm (which as pointed out by Charlatan, HousePet and Dr_K could have been significantly longer for them). I mean you want to tell me a dark magical place full of chaos and energy that “created” beings such as the shadow demons, syron, eldritch horrors, watchers (according to sorcerer class) wouldn’t have any effect on them over a possible timespan of several thousand years?

    More importantly, from a modders point of view, it would be a real waste of an incredible opportunity here to not make the new archon/dark elf related dwellings different from their old incarnations. You can make “ordinary” archons or dark elves all day, there would be no problem whatsoever finding an explanation why some of them may have had to stay behind in athla or didn’t join the mending in case of the dark elves (it is not like frostlings, tigrans and halflings didn’t just show up after centuries of absence). But when we have the glorious opportunity to fill the shadow realm where there are only few boundaries for our imagination I would say it would be a damn tragedy if we let that opportunity go to waste.

    And of course this doesn’t have to mean any cross-over dwellings where several of those races are mixed (though it could :P). But imho it should mean a significant change to those races that reflects the effect of passing all that time in the shadow world (and possibly the ongoing war with the shadow demons). (e.g. I really like your ‘shadow elves’ idea in that respect, even though I would probably try to give them a different name)

    Also, for shadow weed, we can just call the effect of it shadow weed and give it the description “negates the effects of the shadow sickness”.

    Sounds like a good plan. Then Shadow Walker would be the requisite for native races and Draconians, and the others could counteract it with Weed only, since there’s no human enchantments anyway. Application through Avatar Starting skills seems the way to go IMO. Shadow Walker, as a requisite, could also be MCU-bestowed – my suggestion was the Shadow Weed building, but that’s of course open to debate, like everything.

    It is good we can agree on something 😉

    The method’s currently used by the Heart Structures. I’m not 100% sure regarding the details but it allows you to add/activate player properties dependent on domain structures – but it might be completely on the player prop side, with a “Functions only if structure {structurename} is in this property’s domain.”

    Thank you, I will take a look at the hearts then.

    Also, when it comes to assigning jobs, I’d be interested in either doing one of the dwellings or the shadow layer avatar skills (+ structure skills, if I figure out how that works). (by which I mean doing the “coding” part)

    • This reply was modified 4 years, 10 months ago by  Eomolch.
    • This reply was modified 4 years, 10 months ago by  Eomolch.
    #238961

    Gloweye
    Member

    And of course this doesn’t have to mean any cross-over dwellings where several of those races are mixed (though it could :P). But imho it should mean a significant change to those races that reflects the effect of passing all that time in the shadow world (and possibly the ongoing war with the shadow demons). (e.g. I really like your ‘shadow elves’ idea in that respect, even though I would probably try to give them a different name)

    I suck at names, and if you ask me then that name’s up for debate even more than whatever else. I don’t like it either, but it’s descriptive enough – for now.

    I suggest we leave it undetermined whether time flows faster in the shadow realm. For any shadow elves, we can use an excuse like mine in the OP – they’re connected to nature, even if that’s Shadow Realm nature.

    For the Demons, I think there’s enough awesome to at least make a couple of units.

    Syrons, well, we can take some freedom noting down that the parts of the Shadow realm connected to Athla weren’t all of the Shadow Plane, so maybe there was a slightly different Syron culture some distance away.

    That said, I’d love a couple of units to return. Lightning Catcher(AoE shock, Gold Medal 6-Shock stun chance, which is 2 weaker than normal inflict stun), Great Warrior(historical reasons), Astral Sprite (Undying…), Spellbinder could be fun.

    It is good we can agree on something

    Hereby proven possible.

    Also, when it comes to assigning jobs, I’d be interested in either doing one of the dwellings or the shadow layer avatar skills (+ structure skills, if I figure out how that works). (by which I mean doing the “coding” part)

    I have a feeling stuff like that might end up in Decodence.

    I could do a dwelling I think, in addition to the RMG. It’s not hard to do, if you know the parts. I did the backbone of the Dark Elves in two afternoons.

    #238963

    Dr_K
    Member

    Eomolch wrote:
    Also, when it comes to assigning jobs, I’d be interested in either doing one of the dwellings or the shadow layer avatar skills (+ structure skills, if I figure out how that works). (by which I mean doing the “coding” part)
    I have a feeling stuff like that might end up in Decodence.

    I could do a dwelling I think, in addition to the RMG. It’s not hard to do, if you know the parts. I did the backbone of the Dark Elves in two afternoons.

    Just let me know what else needs to be done. Or if there is anything that needs to be checked whether or not it can be done.

    #238965

    Charlatan
    Member

    MCUs and their abilities I’ll handle in base Decodence, otherwise it would be RMG only, missing in custom maps.

    The design decision between Dark Elves -Vs- Shadow Elves should be fine, what ive modelled by now should be okay with both concepts – it goes away from the last appearance (aow2sm) a bit, reminds more of aow1 with some artistic freedom by me. However Gloweye’s work there was here long before Decodence or this Brainstorm so I’ll model per his requests. Currently Ive got the Dwelling and two units basically done, though both will receive improvements.

    Ive got a request myself now though. Many of you have more experience than me with the mod ressource editor – it would only allow me to give the shadowrealm the existing Environmental Set ( light, shadows, color, contrast etc.) of underground. I have made an own Shadowrealm .env file ( its in tge decodence folder), but the mod editor wont include it. ATM Shadowrealm borrows an existing one tgat is no perfect fit.

    Furthermore underground has a “Reverbation” setting that makes sound there have a echo / wide hall effect. It seems to point at some .rpk but I didn’t find it as of yet. With this we could give tye SR an eerie echo.

    If anyone finds something there, please do post.

    • This reply was modified 4 years, 10 months ago by  Charlatan.
    #238972

    Gloweye
    Member

    Ive got a request myself now though. Many of you have more experience than me with the mod ressource editor – it would only allow me to give the shadowrealm the existing Environmental Set ( light, shadows, color, contrast etc.) of underground. I have made an own Shadowrealm .env file ( its in tge decodence folder), but the mod editor wont include it. ATM Shadowrealm borrows an existing one tgat is no perfect fit.

    We both know we can’t include new ones.

    However, we can replace existing ones. We could just pick one and replace it, while removing other non-fitting links that exist in vanilla – preferably one rarely used anyway. For example, one of a rare combat spell that’s a lot like another one anyway.

    Furthermore underground has a “Reverbation” setting that makes sound there have a echo / wide hall effect. It seems to point at some .rpk but I didn’t find it as of yet. With this we could give tye SR an eerie echo.

    Where’s the link to the rpk?

    #238976

    HousePet
    Member

    I expect there should be a Heart of the Shadow structure which would likely grant Shadow Walker to all your units. I would also suggest it grant Shadow Slayer for bonus lightning damage versus Shadow monsters.
    I’m feeling iffy about a MCU from Shadow Weed that grants Shadow Walker to produced units. I think that might make it too easy to get.

    An alternative name for Shadow Elves could be Shades? In SM the DE Shade had Shadow Shift and Shadow Walker, so I think it would sensible to base the race on them.

    Has anyone given any thought to racial properties?
    Some thoughts:

    Archon: Spirit resistance. Blight/Cold weakness? Undead Slaying. Extra spirit damage on attacks. Dedicated to Good. No Shadow Walker (Instead give them a dwelling upgrade which projects a Blessed Domain, which negates Shadow Realm penalties in the dwellings domain).
    Common abilities: Spirit bolts, Cure disease, Turn Undead, Bestow Iron Heart (or an Archon unique version), Holy Champion.

    Syron: Shadow Walker, Lightning resistance, Low health, High resistance.
    Common abilities: Hurl Lightning, Shadow Slayer, Disrupt Shadows, Bestow Static Shield?

    Shadow Elf/Shade/Whatever: Shadow Walker, Likes Dense Vegetation/Forest Running, Forest Concealment, Low defense, Physical resistance, Night vision.
    Common abilities: Shadow Step, Disrupt Shadows, Cold damage?

    Shadow Demons: Shadow Walker, Lightning Weakness, Blight resistance, Increased life and melee damage, Night vision, Dedicated to Evil.
    Common abilities: Blight/Spirit damage, Devour Corpse, Cause Fear, Wall crushing.

    #238979

    Charlatan
    Member

    We both know we can’t include new ones.

    I frequently refuse to accept what I “know” to pursue even minuscule chances :p
    Guess I just lack common sense.

    Where’s the link to the rpk?

    Should be in TerrainLogic.rpk or AoW_ThemeSubterranean.rpk

    But it doesn’t say which / IF it even is a RPK.

    #239004

    Dr_K
    Member

    Are you looking for where the options for the ‘Ambient Sound Effect’ field for the Decoration Types come from?

    I assumed the rpks were hardcoded to read the audio archives since there aren’t any objects that can be created in the rpks that define audio archives/libraries.

    #239006

    Charlatan
    Member

    I mean this little fella:

    #239010

    Gloweye
    Member

    I’ve had a look, and it doesn’t look like a rpk reference to me. There’s generally a Category/Resource pair for those, and this one doesn’t have that.

    #239038

    HousePet
    Member

    It appears to be located in the AoW3Audio.fev file.
    No idea how to read or edit, if it is even possible.

    #239044

    Charlatan
    Member

    It appears to be located in the AoW3Audio.fev file.
    No idea how to read or edit, if it is even possible.

    Thanks for the info – and damnit!

    I’d have a FEV/FSB tool, but finished archives like those of AOW3 are protected from it.

    The tool refuses to open them, so even if Triumph said it’s fine – which I assume is the case when we only use the sounds for AOW3 anyway – we’d still have no access.

    • This reply was modified 4 years, 10 months ago by  Charlatan.
    #239533

    Charlatan
    Member

    Here we go for the new mine, while I was at it, I also restored the previously unused “Mithril” mine from the CLBs

    #239536

    Ravenholme
    Member

    Liking what I’m hearing and seeing here, and I thought I’d just pitch and say that the Mithril Mine definitely deserves an MCU associated with it, given the generally accepted qualities of Mithril, as something that adds defence to infantry (Or some other unit class)

    #239542

    Charlatan
    Member

    Liking what I’m hearing and seeing here, and I thought I’d just pitch and say that the Mithril Mine definitely deserves an MCU associated with it

    Funnily both me and Gloweye had that distinct vibe too :p
    Current plan is +1 Def for humanoid units.

    Some surely realized the odd color difference between the Mine and the Ground/Rocks.
    I estimate it’s the map lighting to blame there, because the textures are in the same hue.

    • This reply was modified 4 years, 9 months ago by  Charlatan.
    #239567

    Thariorn
    Member

    So I guess Mithril is the middle one?

    The Crystal Mine (Was it that for the SR?) looks fitting with its bright colors clashing against the overall dark colors of the realm, I like 😀

    #239569

    esvath
    Member

    Make Mithril Mine a shadow realm only structure and give stronger MCU? Maybe +2 def and +2 res? Mithril is a legendary metal in many fantasy settings, after all.

    #239758

    As is Shadow Weed, but with the current absence of Shadow Sickness

    mentioned elsewhere, but have it reduce or eliminate health regeneration. That is a considerable malus.

    May I suggest mithril mines be something for the depths? And if you can add a shadowrealm to the rmg, am I right in thinking you can add a depths realm? It would basically be the underground but underneath the underground.

    Ditto an air realm?

    #239767

    Charlatan
    Member

    May I suggest mithril mines be something for the depths? And if you can add a shadowrealm to the rmg, am I right in thinking you can add a depths realm? It would basically be the underground but underneath the underground.

    Ditto an air realm?

    For making the new layer: Yes and YES (air realm as in floating continents in a sea of clouds? that’d be awesome)

    However, whether new layers in the RMG will fully work eventually is a thing that remains to be seen.

    • This reply was modified 4 years, 9 months ago by  Charlatan.
    • This reply was modified 4 years, 9 months ago by  Charlatan.
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