whoward69
DLL Minion
Sorry that it took so long, but I've got something that may be able to be used as the map:
Ah. Ummm. It's everything to the North of the red block.
Sorry that it took so long, but I've got something that may be able to be used as the map:
Did a quick reskin of the ogre to better match your Earth Spirit icon
Do you still need the golden triskel?If someone could make the white spirit symbol attached (it's white on a trans background so doesn't show very well on a web page!) have a "3D Gold" effect (as per the two promotion icons - just the raised gold effect, not the blue background), I can manage most (if not all) of the remaining spirit symbol icons myself.
Do you need other icons? I see you have already added many custom icons but they have pixellated edges that the stock icons don't have. I can probably help you with those if you'd like[/IMG]
Would some sort of Amerindian totem do the trick? I looked for voodoo totem inspiration, but couldn't find one that would look nice on such a small scale.(I'm not in love with the "skull on a pole" for the build, so feel free to get creative with that one!)
Would some sort of Amerindian totem do the trick?
Oh yes! [In my best Mutley voice] Gimme, gimme, gimme!
No and yes - no in that I scaled and cropped the last image you linked to as a placeholder icon, yes in that I scaled and ...Do you still need a tribal council icon?
Tell me about it.I've had a hard time finding a graphic for that which will fit the style you are going for.
No and yes - no in that I scaled and cropped the last image you linked to as a placeholder icon, yes in that I scaled and ...
Tell me about it.
While the Morindim are still on my "to do" list, they've dropped down below something called "CSD v23 code merge" ... whatever that may be
(OT: CSD v23 code merge is quite fun as I get to take the mickey over all the coding issues )
Something like this?Ah. Ummm. It's everything to the North of the red block.
Generally, it's a good idea to keep file sizes down, although it's not as crucial for maps and diplo screens, etc. as it is for, say, unit textures where it can have a big impact on performance. I suppose you could cut down the size a bit by removing the alpha channel for those images where it's not needed...i've only been able to load textures saved as 32 bpp ARGB in CiV and this produces large files. DXT compression requires dimensions in powers of 2 (and most CiV images are not) and palette compression produces garbage files.