+Builder Base 2.1 by DOA with LOKS XP1, XP2 and fixed hills
+ Builder Base 2.1 CRF winter by Pasili.
Additional Content: Airships, Caravels, Carracks, Galleons, Longships. (Only Carracks and Airships are new if you had deeper dungeons already installed) 2. All of the additional content added to the basic tilesets by bioware where proper: This hak adds alleys to the city exterior tileset and four kinds of ships (caravels, galleons, carracks and longships) to the rural, city exterior and rural winter tilesets and carracks to the city exterior and rural tilesets. It also adds 18 airship tile groups (16 models): Three for the rural tileset, Three for the city exterior tileset, Two for the Forest tileset, Three for the Rural Winter tileset, Two for the Desert tileset, Three for the Underdark tileset and Two for the Frozen Wastes tileset. And Each is a 3x1 tile-group. I call this my ultimate edition, as this is exactly everything i need to construct my cities. I may add more stuff over time.
Posted by hahntsak at 2008-09-19 10:23:54 Voted 9.00 on 09/19/08
I love it but I noticed that 1. the carrack had one dock ended abruptly and 2. the desert turf house has all the doors at right angle [ it doesn't work or look right].
Posted by Noblesse at 2007-02-11 08:28:56 Voted 10.00 on 02/11/07
Meh, my bad... it does connect... it's just tough to figure out.
Posted by Noblesse at 2007-02-11 07:25:07 Voted 10.00 on 02/11/07
The set is really nice, but it still has some bugs. The "Docked City Carrack" tile for example does not properly connect to the "Water City Dock" terrain.
Posted by hahntsak at 2006-04-30 07:49:26 Voted 9.00 on 09/19/08
any updates for 1.67? I would like carracks, caravels, and alleys with the merchant ship and weathered ship and maybe have the carracks and caravels in the tropical tileset.
Posted by FlameofUdun at 2005-09-06 11:18:48 Voted 10.00 on 09/06/05
Great Hak! _________________________ Flame of Udun
Posted by FlameofUdun at 2005-09-06 11:18:10 Voted 10.00 on 09/06/05
Great Hak! _________________________ Flame of Udun
Yeah, i made some mistakes in the .set pretty dumb ones at that, guess i was half-asleep when i finished it. Either way i was able to kill the ghostship. I still need to fix the other issue, so ill update this hak when i do.
Yeah, i made some mistakes in the .set pretty dumb ones at that, guess i was half-asleep when i finished it. Either way i was able to kill the ghostship. I still need to fix the other issue, so ill update this hak when i do.
hmm no, im just using a plain old text editor... never had any problems before
Posted by fkirenicus ( 80.212.xxx.xxx ) at 2005-06-23 12:50:06
OK, I've had a look at it now... The caravel now floats on the water properly, but now some other issues have risen... Are you using the .set editor by JLen when doing this work? I've had quite a few headaches of that myself...
1) tile winter01_a06_06 which appears to be part of the "Rural Docked Caravel" group still appears to have water plane that is lower than its surrounding tiles. It also has another bitmap than its neighbor winter01_a04_06 (the walkway onto the ship).
2) The removed Floating Longship makes "ghost appearances". :) If you paint water, chances are, you will strike upon a half-submerged longship sometime. :)
Hey, if used properly, it can even be a cool feature... A half-submerged longship carefully painted can make a very cool visual effect. :)
That's what I've spotted for now, will look closer on the hak this weekend... Now I must gloat over the POTSC hak. :D
Posted by fkirenicus ( 80.212.xxx.xxx ) at 2005-06-23 12:11:57
Swell, Silvercloud. :)
Downloading new version now.
Tnx for the heads up, ill look into it. the water level is intentionally higher...i think pasili intended it so.
Posted by fkirenicus ( 80.213.xxx.xxx ) at 2005-06-16 13:46:41
OK, now here's something... In the winter CRF, the docked boats appear to be somewhat "broken"... They float lower than the water planes of their surrounding tiles.
Also, as mentioned, the streams in the winter CRF also seem somewhat weird... I think the water planes are too high compared to the shallows and water tiles.
Posted by fkirenicus at 2005-06-16 10:00:57 Voted 10.00 on 06/16/05
Well... This wasn't bad, oh no sirrah! :)
A couple of minor things:
1) The winter stream "mouths" seem a bit weird when used next to a shallows tile.
2) The roofs are maybe TOO snowy... A little variation on roofs would be welcome.
3) Cobble definately has too much snow. One might think the people in the city didn't bother to remove it... ;)
4) No pine trees.
That's what I've spotted so far. But even these flaws (IMHO) can deprive this hak from being a clear 10. :)
Cheers on a splendid work, Silvercloud. :)
_________________________ best regards,
fk
Posted by RockDude1984 at 2005-06-14 20:40:10 Voted 10.00 on 06/14/05
Maybe I am asking too much. Is it possible that you could add like city tilesets with desert tilesets. You know make a desert city with a little desert at the other side of the city gate. _________________________ Yes I am made out of rocks. Now go do something.
Posted by RockDude1984 at 2005-06-14 20:35:46 Voted 10.00 on 06/14/05
Wonderful job. _________________________ Yes I am made out of rocks. Now go do something.
Now has wondrously smooth hills by Xeon and added the winter tileset i made compatible with the builder base. This is Pasili's winter CRF. Hope you enjoy the new additions!
Posted by Tasmarin12 ( 203.59.xxx.xxx ) at 2005-02-15 18:20:00
I don't think they block the view, at least I use them on my mod and often play to-down and haven't had any trouble. I just don't like the tree-trunks disapearing into nowhere like they do in DOA
Is that the thing with the canopies which block the view on top-down? because I decided to leave those out to keep the hak both useful to top-downers and unlocked camera players.
I'm curious if this was padded out to merge correctly with the CEP properly? (although obviously the big thing, the tilesets, don't need any merging, but I'm guessing without taking the cep into account, doors might need a merge, for example)
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