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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, 3 months ago.
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October 26, 2015 at 15:47 #235947
Is there a way to connect them to surrounding terrain, for example green shallow water only if inside blighted?
Yes, but the ability for water to react on terraform / heart of (theme) I’ll only add if I can find a way to blend it in better, at the moment it would create a total color mess if not under editor control.
October 26, 2015 at 18:46 #235960October 26, 2015 at 22:57 #235971es, but the ability for water to react on terraform / heart of (theme) I’ll only add if I can find a way to blend it in better, at the moment it would create a total color mess if not under editor control.
Most likely you’ll have to create every possible combination as seperate water tiles which would result in these being only really usebale in a beatiful sort of way) if you handcraft a map :/
But maybe I’m jsut too pessimistic with this one
October 26, 2015 at 23:22 #235972But maybe I’m jsut too pessimistic with this one
Pessimism is the proper stance allowing you to seek solutions to actual problems and solve them.
So that’s fine :>
Optimism only deludes you, to think everything is fine, no matter the situation.
October 29, 2015 at 11:15 #236127Please excuse the german:
Grüß dich Scharlatan, ich bin ein wiener AoW-Fan. Ich habe versucht dir eine pn zu senden, habe aber keine Möglichkeit gefunden. Ich habe dir jetzt eine Anfrage auf Steam geschickt. Mein Steamname ist con1k oder Heinrichst. Nur damit du weisst wer sich da meldet 🙂October 29, 2015 at 14:50 #236132Please excuse the german:
Grüß dich Scharlatan, ich bin ein wiener AoW-Fan. Ich habe versucht dir eine pn zu senden, habe aber keine Möglichkeit gefunden. Ich habe dir jetzt eine Anfrage auf Steam geschickt. Mein Steamname ist con1k oder Heinrichst. Nur damit du weisst wer sich da meldet 🙂Accepted / Angenommen 😉
October 30, 2015 at 14:52 #236228Decodence is now uploaded to the AOW3 Nexus for the GoG people:
http://www.nexusmods.com/ageofwonders3/?
http://www.nexusmods.com/ageofwonders3/mods/8/?October 30, 2015 at 22:45 #236239Another contribution is ready! Whew, this one took longer than expected, and like the others it will likely receive upgraded visuals in time.
Name: The Home of Ravens
Description: This mysterious tower stands long abandoned, only the eerie voices of countless ravens surround it, tempting the reckless towards it’s forgotten secrets.October 30, 2015 at 22:49 #236240That looks absolutely wonderful, I’d definitely live there 😛
October 30, 2015 at 23:20 #236241Description: This mysterious tower stands long abandoned, only the eerie voices of countless ravens surround it, tempting the reckless towards it’s forgotten secrets.
Let me guess, every possible adventure is 6 Grimbeak Crows aswell as a site enchatment which summons a random amount of crows each turn? 😛
Looks goodamn good btw.
October 31, 2015 at 00:34 #236248Description: This mysterious tower stands long abandoned, only the eerie voices of countless ravens surround it, tempting the reckless towards it’s forgotten secrets.
Let me guess, every possible adventure is 6 Grimbeak Crows aswell as a site enchatment which summons a random amount of crows each turn?
Looks goodamn good btw.
More !
Many more !And it is Nuclear Ravens FROM HELL !
October 31, 2015 at 00:46 #236249Damnit. The lack of combat map editing is starting to show.
October 31, 2015 at 01:34 #236251Damnit. The lack of combat map editing is starting to show.
I used the Forbidden Sanctum, should be nice to reflect it’s interiors.
November 1, 2015 at 22:56 #236331November 1, 2015 at 23:24 #236334Shadow Realm? Where did you dig it up from, I have not noticed anything like that in the editor… Anyway, will it be usable as another layer in the RMG? Thanks in advance.
November 1, 2015 at 23:35 #236335Shadow Realm? Where did you dig it up from, I have not noticed anything like that in the editor… Anyway, will it be usable as another layer in the RMG? Thanks in advance.
I didn’t dig it up, I created it myself 😉
and It may be. If so the option is hard-code tied to “Underground: yes/no” when creating the RMG
November 1, 2015 at 23:38 #236336Now the game needs Syrons and Shadow Demons.
November 2, 2015 at 00:18 #236338Wow that shadow terrain is gorgeous.
November 2, 2015 at 09:53 #236340Awesome looking shadow realm terrain. Got any void?
While I’m here, may I suggest a Magic Rift style dungeon. Making it turn into a suitable node after capture might not be feasible and it overlaps with mana nodes anyway. So how about having it as an npc spawner for elementals and sprites? Clearing it would give rewards of mana and casting points.
November 2, 2015 at 11:34 #236345Got any void?
Yes, but it looks a bit odd atm, the black water used in the screens above is better for now.
But I’ll keep looking into the void (until it stares back)
That Magic Rift could be fun, may think up a concept for how to make it look 😉
November 2, 2015 at 15:09 #236360That Magic Rift could be fun, may think up a concept for how to make it look
If you can do this with the CreatorEd:
Take a “natiral” cave exit/entry as base, flip the Eldricht Pit 90° and let it overlap with the opening of the cave entrace then in the same fashion add the mana curent of e.g. the simple mana node and finally play around with saturation/color a bit.Ig uess that could look good…but you’ll probably come up with something less clunky and far better looking anwyway 😛
November 2, 2015 at 22:21 #236376D: 90° by x or z in this case I guess?
It’s a good point, though limiting it to be a “horizontal” entry into some solid point (Mountain?)
or… I pick that whole thing and mirror it a second time along the same axis, in a oval shape… or cross oval shape with many “entrances” to the rift…hm…
Gah, other requests come first in the list anyway 😉
November 2, 2015 at 22:55 #236377But I’ll keep looking into the void (until it stares back)
How about just taking the impassable mountain clouds, and coloring them dark blue? Make a rough edge instead of mountain one…
November 3, 2015 at 09:20 #236386Charlatan! Every. Single. Thing!
You created is absolutely outstanding! I appreciate other modders work also but things you are doing are absolutely essential imo and I am looking for user-created content based on your mod.November 4, 2015 at 00:25 #236435Charlatan! Every. Single. Thing!
I am all ? 😀
Thanks.@everyone
Void will take a bit, we cannot really create new lava and water easily and it’s a lot of Trial and Error.Of course, I will release what I have once it’s compatibility with future versions is ensured anyway, even if it retains visual flaws.
November 5, 2015 at 03:04 #236492Decodence will take a while until the next update, I am working on the new Terrain now using Tactical Maps.
I’m already at the point they got ground textures at least.
It seems all doable but involves an immense amount of copy/paste re-link.
November 5, 2015 at 20:09 #236576This is AMAZING news!
So, the new structures you added will have their own tactical combat maps as well? Man, can’t wait!November 5, 2015 at 20:32 #236579Decodence is Updated to 1.60 !
Shadowrealm Layer + Terrain 🙂
Also the Autumn, Tundra and Shadowrealm for now use duplicates of Temperate, Arctic, Blighted.
This is AMAZING news!
So, the new structures you added will have their own tactical combat maps as well? Man, can’t wait!Maybe 😀 It’s a bit optimistic tho, creating completely new Tactical Combat Maps for Structures is not well explored yet and MIGHT not work at all, but we usually find a way. We always do. (o_o)
November 5, 2015 at 20:37 #236580Decodence is Updated to 1.60 !
Shadowrealm Layer + Terrain
Also the Autumn, Tundra and Shadowrealm for now use duplicates of Temperate, Arctic, Blighted.
This is AMAZING news!
So, the new structures you added will have their own tactical combat maps as well? Man, can’t wait!Maybe
It’s a bit optimistic tho, creating completely new Tactical Combat Maps for Structures is not well explored yet and MIGHT not work at all, but we usually find a way. We always do. (o_o)
And copying existing tactical maps and just replacing a few elements?
November 5, 2015 at 21:36 #236586And copying existing tactical maps and just replacing a few elements?
It’s easy to replace an obstacle, or to do so based on terrain type or something. However, new tactical maps is in progress pretty much now. Currently, trying to check what we can do with environment sets and such. It’s gonna be a huge help if we can apply those at will.
http://steamcommunity.com/sharedfiles/filedetails/?id=548554823
For example, is the WIP for the Tactical Combat map for the Well of Life.
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