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Home › Forums › Modding and Map Making › [MOD] Decodence – Map-Editor Content and Leader Customizations
This topic contains 296 replies, has 32 voices, and was last updated by Charlatan 6 years, 4 months ago.
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October 2, 2015 at 23:29 #233397
I love the witch hat!
Could you do a jester’s cap? Maybe the Halfing Jester unit already has one, I haven’t actually looked closely at them.
Can Do ^^ will take a bit.
Meanwhile, I am quite happy how my collected additions allow more sinister beauty 😀
October 2, 2015 at 23:36 #233398Looks so good!! :O
October 3, 2015 at 13:23 #233488Elaboration: The reason I accepted the Jester Cap and put the Pilot Sunglasses on “maybe” is because the Jester Cap probably only needs 2 or 3 different versions to fit everyone.
Glasses need 18 versions 😛
Basically all suggestions and requests that actually have to be meticulously fit to all race and gender combinations, I can’t confirm to do.
October 3, 2015 at 13:57 #233491Decodence is now updated to 1.35 !
=> Added the Glasses as shown above, two styles: classic gold and glass, and eccentric silver-black shades.
=> Added the Witch Hat above as a new Hairstyle for Female Characters, since human males already have a hat of their own.
Small update coming soon: Witchhat currently only fits Human Female and Elven Female, I will work on that.
October 4, 2015 at 16:00 #233706A question to all Architects of Athla !
It seems we cannot chose the order in which props show up in the Decorations Tab.
Well, we can, it is the order in which they were created. Too late for that now.
I’m thinking of creating a Wall set like the ones already inside, but for the other races. This could clutter the Decorations tab quite heavily though and require lots of scrolling around to find what you want.
Whats your preferences, or better, anyone got an idea ?
October 4, 2015 at 16:09 #233709Whats your preferences, or better, anyone got an idea ?
You probably can’t create a new subgroup like e.g. hazards in the decoraitons tab?
October 4, 2015 at 17:08 #233717Whats your preferences, or better, anyone got an idea ?
You probably can’t create a new subgroup like e.g. hazards in the decoraitons tab?
Looking into this right at the moment actually 😉
October 4, 2015 at 17:29 #233719Requesting Gandalf’s hat! Pleeeease!
October 4, 2015 at 18:17 #233728Well that’s not far off from the witch hat xD
Want to show hair underneath ?
As accessoire I can either make it replace the hair (like the helmet ingame), or leave it as it is – in this case large hairstyles will stick through though.
October 4, 2015 at 18:56 #233734I think, pre-made Gandalf-style hair, attached to the hat, will be enough )
October 4, 2015 at 19:00 #233736October 4, 2015 at 20:04 #233755Gandalf Style Hair hm… basically simple and long right ?
I think so.
Attachments:
October 4, 2015 at 20:57 #233779Ah, wavey and quite long, gonna take longer than the hat, will pick a vanilla hair for now there first
October 5, 2015 at 00:47 #233814October 5, 2015 at 09:21 #233845That goblins looks really awesome (cute?). Either Tombles made sure goblins got more attention from the creative department, or I’m going to understand his love of these little critters.
October 5, 2015 at 10:36 #233856October 5, 2015 at 19:25 #233951Your Hat is done, the seam between the top and wide part is horrible, but I will revise it when there’s time ^^ It uses Primary Leader color
Many thanks!
October 6, 2015 at 00:57 #233996October 6, 2015 at 08:41 #234012Once again, looks great.
October 8, 2015 at 01:48 #234226A EARLY preview on the Jester Cap. I will make the “tails” each different, improve the texture, improve the fit to the head.
It uses the Primary Leader Color and Secondary Leader Color
October 8, 2015 at 16:57 #234292A preview on the Jester Cap. I will make the “tails” each different, improve the texture, improve the fit to the head.
Wow, wonderful job!
October 9, 2015 at 13:49 #234362The rather large update of Decodence to 1.40 is almost done! Expect it this weekend.
”Light Vegetation” Comparison GIF (Large Filesize)
=> The fully finished Tundra Theme now with an equal amount of tiles as the vanilla themes!
=> “Light Vegetation” variants opposed to “Dense Vegetation” – more open forests with gaps, good for small patches of wood or the line between thick forests and open plains
=> The Fresh Scars and Bloodied Faces for Leaders (all except Tigran)
=> The more simple Wizard Hat for Leaders (all races and genders)
=> The Jester Cap as soon above (all races and genders)
October 9, 2015 at 14:31 #234365=> “Light Vegetation” variants opposed to “Dense Vegetation” – more open forests with gaps, good for small patches of wood or the line between thick forests and open plains
But what is this gameplay-wise? Forests?
Looks nice, by the way. Will RMG use it?=> The fully finished Tundra Theme now with an equal amount of tiles as the vanilla themes!
Very nice. =) But the same question. How different races like this? Movement abilities? RMG?
By the way, is it difficult to make mountains decoration which looks like earth mounds from underground walls edges (diggable)? And the same about underground diggable walls, is it possible to create such walls’ decoration which doesn’t automatically create ‘solid wall’ hexes in the center when width of a wall is bigger than 3 hexes? It’s just I have ‘Earth Barrage’ spell in my mod which now creates actual mountains on the surface and diggable walls in the underground. But I wanted less dramatic visual effect, just mounds of earth, like edge hexes of diggable walls in the underground.
October 9, 2015 at 15:41 #234377=> “Light Vegetation” variants opposed to “Dense Vegetation” – more open forests with gaps, good for small patches of wood or the line between thick forests and open plains
Sounds great. It is technically the same, or is it a different terrain type? If so, there might be a need to get in some abilities like forestry and such.
I like the look anyway. The Tropical version in particular reminded me of the Steppe terrain from AoW 1.
October 9, 2015 at 18:16 #234415But what is this gameplay-wise? Forests?
Looks nice, by the way. Will RMG use it?They currently use the exact same data as their Dense Vegetation counterparts, and the same Tactical Combat Maps.
RMG will not yet use it, I have yet to take a look and fully figure out the level generation .rpk – it will take long, I can say that for sure. The RMG is a complex thing.
How different races like this? Movement abilities? RMG?
Currently nobody likes and dislikes the theme itself, but they do like and dislike the type of terrain on it (Elves like Dense Vegetation Tundra) I will probably give it an own Like/Dislike balance soon. RMG: Same as above 🙁
By the way, is it difficult to make mountains decoration which looks like earth mounds from underground walls edges (diggable)? And the same about underground diggable walls, is it possible to create such walls’ decoration which doesn’t automatically create ‘solid wall’ hexes in the center when width of a wall is bigger than 3 hexes?
Mountains have an own Datafield for “Cluster Type” telling them to behave as they do when a 3hex sized bunch meets. Removing this, and tweaking the rest… it should be possible yes.
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Sounds great. It is technically the same, or is it a different terrain type? If so, there might be a need to get in some abilities like forestry and such.
It is a bit of both, basically it behaves like Dense Vegetation, but I would definitely have to add it to Forestry and Terraforming and the Juggernaut crushing woods it drives over.
I like the look anyway. The Tropical version in particular reminded me of the Steppe terrain from AoW 1.
I think the Pines look a bit weird, but it can barely be changed, it’s the exact same trees just have a less “solid” look because the background is brighter (less trees less shadows)
Volcanic and Blighted may get some improvements, due to the fog / similar colors the thin vegetation barely looks different atm.
October 9, 2015 at 18:27 #234418That being said, making a new Theme and re-creating the ingame trees was a massive amount of work, including figuring random trickery like how to tell a model without rig/skeleton to move, and Trial-And-Error vertex coloring some of these trees many times in much-hated-by-me-Maya, to fit them to the vanilla ones.
I will take a break from complex Terrain Additions for a bit, meaning topics like the RMG and other new tiles that have to be fit to all 5 (now 6) Themes will have to wait for a bit.
For now I will make the Tundra liked and disliked by both races and modders, by finalizing it (still needs roads) scanning for bugs, and fixing further details like terraforming. Also looking into the mountains Taykor mentioned.
Decodence will probably get at least one more new Theme, it may be much simpler in comparison, though.
October 9, 2015 at 19:25 #234427Mountains have an own Datafield for “Cluster Type” telling them to behave as they do when a 3hex sized bunch meets. Removing this, and tweaking the rest… it should be possible yes.
Understood. But I asked about a bit different thing. Two things, actually. First, about mountain decoration (it’s a visual type of them, there are three of them now: Peaks, Round tops and Plateau) which looks like earth mound from diggable walls and without any clustering for simplicity, yes. And second, for diggable walls without clustering in these terms, so every hex looks like edge hex.
But I guess I now know where to look for clustering option, thanks.October 9, 2015 at 22:21 #234442Understood. But I asked about a bit different thing.
It’s the same answer though 😮
The underground walls are technically a visual mountain type, it should be possible to copy them and remove the clustering and make them available for both underground and surface, resulting in a mountain type you can dig and doesn’t create solid walls, always using the “edge” part, which should suit both questions ?
October 10, 2015 at 00:15 #234451Decodence is updated to 1.40 !
Jester Caps for everyone!
Terra-formable Tundra!
Light Forests !
…just no Like/Hate for Tundra yet, and no “Tundra Empire” spell.
October 10, 2015 at 00:36 #234452This mod is fantastic! I’m loving the work already. I quite like the AoW3 editor, but I’ve felt it was a wee bit on the undernourished side when it comes to decorations and suchlike stuff – all this is wonderful for maps with an RPG vibe to them, and anything with a little bit more distinguished theme really.
I’m going to have a look into it myself (total noob modder, but hey), but I was wondering if there’s any glimmer of an ambition to add some Shadow-Realm themed terrain? I was sad to see it gone from AoW III, if nothing else the void terrain (the Shadow Realm water analogue, I suppose) was fun to use making floating–cosmic-island-world-types of maps in AoWSM. Gonna look into adding some sort of twinkling magic star-field-decor as well.
Anyway, gonna play around with the editor now. Again, this is awesome work!
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