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  #41  
Old August 13th, 2007, 10:20 AM

Wyatt Hebert Wyatt Hebert is offline
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Default Re: New nation: NATURE rising early stages

An idea if you want to branch the magic out a bit (and make them highly efficient) is to make a spell like Voice of Tiamat for land provinces, and make it Nature based. Make it 10 Nature gems to find all Elemental and Nature sites. Also, give them either nature summons for Living Elementals (think minor Elemental royalty) for the paths, or give them some randoms in Elemental magic could work out.

Anyone else have thoughts on this?

Wyatt Hebert
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  #42  
Old August 15th, 2007, 05:12 PM
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Default Re: New nation: NATURE rising early stages

Hey Juzza. The image files end up with big black boxes around them and pink shadows. They look like the right color I am not sure why the game is treating them like solids.... Take a look at the attached mod.
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File Type: zip 543511-Nature mod.zip (95.0 KB, 156 views)
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  #43  
Old August 15th, 2007, 06:57 PM
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Default Re: New nation: NATURE rising early stages

which image files? it might be something to do with, oh crap!! I forgot to replace the black and the shadows when I did the colour changes!!

... want me to redo them? it's not too hard to jus' change the background colour and the shadow colour in paint, their the st purple and the standard black.
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  #44  
Old August 15th, 2007, 09:03 PM
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Default Re: New nation: NATURE rising early stages

Yes, that would be very nice (redoing them). I need to learn the color numbers for the shadow and transparent, i can never get them right.

thanks Juzza.
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  #45  
Old August 16th, 2007, 05:40 AM
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Default Re: New nation: NATURE rising early stages

huh, um, I juuust realized, have you done any sprite modding before? cause, the black boxes and purple shadows get rendered by the game engine into

Black = totally see through

Purple = shadowed see through

this zip has everything in it, the tree pretender, a redon silverback, looks better now, I think, and I redid the green glowy thing too.
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File Type: zip 543639-allzip.zip (65.8 KB, 109 views)
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  #46  
Old August 16th, 2007, 04:40 PM
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Default Re: New nation: NATURE rising early stages

Yes, i have tried some sprite modding. Not to say it wokred very well. I knew about the shadows and transparent, but I never get the right shade so I need to look up the numbers.

I would also love to learn how people take images from things like Magic Cards and put them in the game. Never works fro me. I end up with an unrecognizable blob.


By the by, You posted some stuff in .bmp but the game needs .tga. I can convert it no problem though. I just hope it does not lose some quality.

THanks Juzza. I will see if I can work on this today.
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  #47  
Old August 16th, 2007, 04:59 PM
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Default Re: New nation: NATURE rising early stages

Hey juzza, the elephant is not fixed, its not in the zip.
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  #48  
Old August 16th, 2007, 05:52 PM
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Default Re: New nation: NATURE rising early stages

There wasn't anything wrong with it, I took it right out of the huge directory, that Kristofer Osterman added, all I did to it was change it's back, it should look fine.
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  #49  
Old August 16th, 2007, 09:01 PM
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Default Re: New nation: NATURE rising early stages

Thats weird. I wonder why it show up in the game with a black box and a pink shadow. I used paint.net to convert it to a tga file, could that have messed with the colors? Any thoughts?
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  #50  
Old August 16th, 2007, 10:34 PM

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Default Re: New nation: NATURE rising early stages

Quickest way to avoid figuring out why that problem has come up is just to have Juzza upload it as a .tga inside a zip.
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