Search found 59 matches

by PaulStretch
17 Jan 2022, 06:00
Forum: EE2 files, modding, maps, testing, etc.
Topic: City Building
Replies: 0
Views: 36

City Building

Starting to work on building models for epoch 10 and 12. There will be a whole economic system that connects offices, commercial, industrial, and production buildings. There will also be bonus buildings, like banks and stock exchanges that add to the overall gold productivity of all these buildings....
by PaulStretch
13 Jan 2022, 21:22
Forum: EE2 files, modding, maps, testing, etc.
Topic: Aircraft Trade
Replies: 4
Views: 71

Re: Aircraft Trade

I'll let you know if I figure something out
by PaulStretch
13 Jan 2022, 20:07
Forum: EE2 files, modding, maps, testing, etc.
Topic: Aircraft Trade
Replies: 4
Views: 71

Re: Aircraft Trade

I tried both. It doesn't seem to matter what a market's garrison abilities are, in fact there I realized buildings can't simultaneously garrison units, and have trade. I tried adding the trade ability to airports, but the game seemed to ignore the trade ability if a building is an airport. I'll keep...
by PaulStretch
12 Jan 2022, 22:55
Forum: EE2 files, modding, maps, testing, etc.
Topic: Aircraft Trade
Replies: 4
Views: 71

Aircraft Trade

So when I've played EE2 1.5 I noticed you implemented aircraft trading vehicles. I thought it was odd though that they were helicopters and not airplanes. I figured out why. Applying a trade attribute to an aircraft causes the game to crash when you select the aircraft unit, and making a trade helic...
by PaulStretch
07 Jan 2022, 06:35
Forum: EE2 files, modding, maps, testing, etc.
Topic: Make Unit Always Visible in Fog of War
Replies: 0
Views: 30

Make Unit Always Visible in Fog of War

Nearly done with clouds, the last thing I am trying to do, is ensure they are always visible once found, just like buildings or trees. I can't figure out how that attribute is controlled in the game though. I'm realizing now though, that trees and buildings are stationary, while the clouds i've impl...
by PaulStretch
06 Jan 2022, 03:19
Forum: EE2 files, modding, maps, testing, etc.
Topic: Cloud Texture Layer
Replies: 7
Views: 143

Re: Cloud Texture Layer

The goal of the whole mod is to increase the scale of the game so the late epochs actually feel distinct from the early game, also so citizen aren't twice the size of doorways and such lol. I haven't used your Earth map before. Where can I check it out? I didn't see it in the links.
by PaulStretch
03 Jan 2022, 04:55
Forum: EE2 files, modding, maps, testing, etc.
Topic: Cloud Texture Layer
Replies: 7
Views: 143

Re: Cloud Texture Layer

Reaching a final model with these clouds. Think they turned out ok. I imagine the main purpose of clouds is to give a clear demarcation between space and air battles.
by PaulStretch
02 Jan 2022, 19:16
Forum: EE2 files, modding, maps, testing, etc.
Topic: Cloud Texture Layer
Replies: 7
Views: 143

Re: Cloud Texture Layer

Wait is that the "shadow"? because I might know how to fix it if it is. 1 hour 27 minutes 59 seconds It seems like the only fix is modding the texture itself. Been thinking of the best way to implement the clouds. Either as a building with a small base and a large building model. or as a &...
by PaulStretch
02 Jan 2022, 00:11
Forum: EE2 files, modding, maps, testing, etc.
Topic: Cloud Texture Layer
Replies: 7
Views: 143

Cloud Texture Layer

I'm trying to create a cloud texture layer. The issue I'm having is the transparent layer is darkening the terrain texture behind, and the result is this green crust on the edges of the cloud. What I want is for the texture to be a clean as the transparent textures used for tree limbs on tree models...
by PaulStretch
01 Jan 2022, 20:42
Forum: EE2 files, modding, maps, testing, etc.
Topic: Rainforests
Replies: 0
Views: 46

Rainforests

I'm getting to the tropical biome on the terra map. So id decided to make some trees appropriate for the area. For sake of ease, I just rescaled the proportions of an oak tree and used the same textures. It was a pretty strait forward process. The main issue I ran into was the final model was always...

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