Dev Log - Day 1
Today I wrapped up the fundraiser things, as can be seen
here. Since it was more then enough, the warlockery can begin.
I did do some tests on Rendermax for R4 to create illumination for Warlock Dungeons. So far not finished.
I did work on the creature and entity files, wrestling with crashes that occur when adding werebeasts as civ members. I wrote the ghouls and vampires into the civ, and made graphics for them. I also finished the graphics for the civ and wrote a little manual entry. And made the basic template for the manual.
I made a thread in which I will post useful modding knowledge as well as problems that occur when doing undeads,
here. I hope that it both leads to more results, because more modders have a look, as well as teaching others how to do undeads as a playable civ.
Now the Graphics:
This is the civ graphic file. Skeletons are most workers and military. Ghouls are fishers and rangers, as well as whip-soldiers. Warlocks are a few selected labors, as well as pike-soldiers, a skill I will use for their magic weapons. All this results in 3 different graphics for 3 individual castes. The only issue that can possibly arise is when a foreign invader is converted into a ghoul, because he will retain his profession and might have a wrong sprite, until the ghoul finishes learning his ghoul-professions.
Here is the manual entry about your new civ-members:
The 'Experimants' typo has been fixed.