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  2. Actually i have the same thought last night but was too late to do something. the slinger has the sling on the Right arm. with the robe on the right arm basically with each throw it will end naked.
  3. Today
  4. Experiment. Character Sheet. Some of the text is a bit wonky. I might try to have it rendered again, but without the text so I can add it myself.
  5. lol, well, you got me there! But I think for the most part almost every texture should have the tunic or robe or whatever cloth it is usually slung over the left shoulder.
  6. Vertically. They seem to encroach upon the belly area.
  7. I Can flip them horizontally easily in Paint.net. By higher you mean vertically or Volume?
  8. Hello, my name is Senaron and I played the original Total war mod and spoke with Undying a good few times on total war center, even helping with balance fixes for some of the factions (like Ikana and the Deku Kingdom) late in it's life. I was curious about this mod and the game it runs on in general and would also like to cheer on your efforts to keep it alive!
  9. Good catch. But, you could have a unit of left-handed slingers, as was the case of the Judean Benjamites (although the source is the Bible): "Among Benjamin’s elite troops, 700 were left-handed, and each of them could sling a rock and hit a target within a hairsbreadth without missing".
  10. In Single player mode, I typically start assigning my civilians to building a farm behind the berries and after that assign them to harvest the berries. The farm is initially used as a food dropsite only, but in the future (when the berries are depleted) I can build fields around the farm (up to 8). While doing that I let the CC produce 1 + 5 more civilians and assign them to the berries. When the berries are almost empty, I assign 5 of my civiclians to building one or two fields for the 10 civilians to work on. As soon as you have enough supplies research teh framing upgrade in the farmhouse ( I typically ignore the whisker basket for gathering as this technology will be researched only after the berries are depleted). Meanwhile, the cavalry scout is sent to hunting chicken and sheep or goats (whatever is avaliable that does not run away so fast) to keep up initial food supply. Later on the scout is sent hunting deer, camels, horses etc. The initial citizen soldiers are sent to cut wood, potentially also with a dropsite next to the forest, ideally such that it can be reused for stone or metal as well in case there is a mine or quarry next to the trees. try keeping walking distances short and upgrade woodcutting (in the dropsite) technology early. With the initial food supply (that needs to be keept continuously flowing) I keep spawning civilians and send them for wood cutting next to the storehouse (wood supply needs to be continuous as well). When I have reached the initial population limit (20), I use a few of the wood cutters for building one house either next to the CC or next to the planned array of fields (later on, this is intended to from a closed ring of houses around the array of fields protecting farming civilians in case of an attack when an alarm is raised. Meanwhile we can produce three pikemen that can build and man a small tower next to the CC providing some extra protection. Ideally such, that the defense coverage of the tower also covers some other buildings or the field(s). Later on more ranged infantry and civilians can be produced for woodcutting. Don't forget to build a few more fields and put civilians on them for farming. Also produce more houses. If possible, try arranging woddcutting with citizen soldiers such that they operate next to the potential direction of attack so they can delay an incoming attack and provide the necessary time to ring the alarm in the CC and teh farmers and civilians can seek cover in the houses and the CC.
  11. (tunic should go over left shoulder so right arm is free, that goes for all of these) Looks good. I think his pectorals could be slightly higher tho, anatomically. *and yes, the old texture's pecs are too low too
  12. Just in case, the Manchu bow is a bit different since it has string contact, as shown in the video I sent, which I did just to explicitly show parts of the bow like the bridges, which the Sasanian doesn’t have.
  13. Yeah, stop prioritizing looks. If you wanna be effective follow fff ("form follows function") or live with the downsides. I always put a ring of fields around my CC and a ring of houses around that. In general: get the gathering tecs and keep the ways your workers have to walk short (build new storehouses etc). There are plenty of build order and eco guides out there, both as text and video.
  14. Ambiorix. Lucterios. Bituitos. Divico.
  15. Having an easier time vs Medium AI but I still get out-econned early game and have to beat down the AI. (This match was Romans again vs Britons.) Any suggestions? I am thinking it's because the AI builds clusters of Fields around the Civic Center early game while I try to make things look nice. Going to try this out. I've been assigning 10 villagers to a berry bush cluster and just emptying them out without picking any upgrades. I've been trying to get to town phase as soon as possible by building 3-5 houses and a Storehouse. Would like to hear about better build orders.
  16. There is also an alternative that might help prevent some of those suggestions from getting lost, which is creating Issues for the ones that seem more concrete, feasible, or broadly supported.
  17. As the mod is partially ready, i would like to finish the female head's also and leave another topic later for hero's as long as my skills allow me to do something at least a little bit different for the hero's. Missing the celtic's head with pattern's.
  18. To explain the Combat variant, the word "combat" is used in the Unit.Ai component as a special variant when the unit receives the order "approach enemy" or "attack and walk" the variant "combat" is forced into the entity. So as this is already implemented in the base game, the trick to use it is replace the name of the variant xml file with Combat. Replacing every actor with the combat new variant but it induces a new requirement to make every cape separated for Attack type: Swordsman Axeman Spearman ............n or either someone give the combat word another code like to give an additional prefix so we can generalize the cape's. So for modders: Just add the combat name variant if you want your entity to walk aggresively to an enemy entity instead of walking like in a field of flowers to burn a city.
  19. Yesterday
  20. @guerringuerrin, no worries, there's zero frustration from my side, just wanted to make sure I was doing what one is supposed to do. Regarding PRs, as I’ve said before, since there’s a lot of work, I didn’t want to overload, similarly as to a thread per point, I wouldn’t want to spam (I’m already posting too much lately anyway). My intention with a poll was not to force the developers to do anything, but to gauge support and increase visibility of simple things that I think could be helpful for many or polish some details (and that have nothing to do with gameplay), which otherwise just get lost in this thread.
  21. Ok, I gave it a go with some other generators (maybe there’s a limit on what can be done for free). Gemini, after prompting “sasanid bow”, “indian horse archer with that bow”, and “don’t show other warriors, has to be Gupta, so look like indian, no helmet but turban. The bow is great”. Then I gave it your picture and the Sasanian (another spelling of Sasanid) reenactor one, and after a bit of tweaking: Then, Adobe Firefly, after just stating “Gupta horse archer, that is, the bow has to be sasanid”. It even has a shield with the Garuda:
  22. Btw to clarify: The issue with the high poly model isn't the model itself, is the distribution of the UV map's on the current body wich make's more difficult to bake high poly models into the body mesh, until now. The only issue left is the hand mesh/uv currently used wich has a non used space and a overlapping UV on the thumb wich could be either fixed and rebaked but i would need help replacing the hand's textures on current textures for a more detailed and normal mapped hand or just adjust all the meshes and use the unused space for the hand wich currently is just a blurry skin tone.
  23. Blender provided a full human body (even skull) repository for free in their webpage and also Animal Fur Examples wich i used for the cape.
  24. @Thalatta I think polls can certainly help foster discussion around certain proposals, but at the same time, 0 A.D. doesn’t really work as a democracy where changes are decided by majority opinion. It’s also very hard to get participation that is truly representative enough to justify implementing something simply because “most people voted for it”. Your intention to improve aspects of the game is genuinely valuable, and I think that kind of feedback will always be appreciated. That said, personally, I don’t think posting 20 suggestions at once is the most effective strategy if the goal is to eventually see some of them materialize as actual PRs in the repository. I think there’s also an important aspect of the development dynamics that’s easy to underestimate from the outside. All official developers and contributors are working on the game in their free time. There’s an enormous amount of work to do, many competing priorities, and far more ideas than available hands. I can’t really speak on behalf of the official developers since I’m still a relatively recent contributor myself, but in my own experience, the most effective path is usually either: working directly on a PR yourself, or getting the attention of another contributor/developer who becomes interested enough in the proposal to implement it. Always keep in mind that submitting a PR does not guarantee that it will be merged. For what it’s worth, I do think some of your suggestions are interesting, and I’d personally love to spend time on some of them eventually. For example, the last one you mentioned about being able to deselect specific units from the current selection sounds genuinely useful to me. And above all, don’t get frustrated. Some ideas will work out, become PRs, and eventually get merged and others won’t. That’s just part of how open-source development tends to work (at least here). What really matters is maintaining a constructive attitude and trying to filter, among all the things one would personally love to improve in this beautiful game, which ones are realistic and feasible enough to actually move forward and become reality.
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