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Phalanx last won the day on January 11 2016

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  1. Phalanx

    ===[COMMITTED]=== Update Camel Units

    I feel like this would be good, as camels don't wander around the desert on trade routes unattended. And the merchant would give us a chance to incorporate player colour.
  2. Phalanx

    ===[TASK]=== Seleucid units textures

    If this art is for the Cataphract, my opinion is if it could look a little more hellenistic, that would be great. Plus, keep in mind that Lord Good's art of the Cataphract is the centerpiece of a loading screen. So for the cataphracts to not actually look like that might be weird.
  3. Phalanx

    ===[TASK]=== Seleucids Civ Emblem

    In my opinion, the most popular symbol of the Seleucid Empire is the anchor while, correct me if I'm wrong, the bee and the anchor are symbols of a particular dynasty or royal family. But are all of our Seleucid heroes from the same dynasty or family?
  4. Phalanx

    ===[TASK]=== Hellenic Unit Textures

    I like the nice new brown tunic. The old one just always bothered me for some reason, the stripe looked weird. But I love these new ones!! Great job!
  5. Phalanx

    ===[TASK]=== Hellenic Unit Textures

    If these are Seleucid, it always bothered me that the Seleucids had the Scarab on their thureos. I believe we removed the Ptolemaic Eagle from the "pool" of logos the Seleucids could get, and I'm pretty sure @Lion.Kanzen made a Seleucid logo for the thureos, but I can't remember if it has been committed or not...
  6. @stanislas69 Alas, she is studying User Experience and doesn't have animation skills. (and to be honest is very oblivious to the world of computer games. She had no clue what Starcraft was. She had never heard of it) @Alexandermb I don't know if you can see it, but in your most recent gallop anim. The lower portion of the back legs flex really weirdly. I found different references for a gallop this time (thanks for the heads up, @Sundiata ) and I found what was weirding me and her out. In your anim, particularly the right back leg, the upper leg rotates forward till it is about at the point I captured in this still, and then the lower leg suddenly rotates downward, almost like a human leg, before contacting the ground. Apparently, for a gallop, it is more of an extending of the back leg (the butt kinda drops to allow the entire back leg it extend further) instead of a hard hinge. This video has a great portion at :54 that shows a nice gallop, and you can kinda see what I am saying. Forgive me if I'm sounding too nit-picky, I am really impressed by your work! However the new horses turn out, I'm just excited that they won't have the horrific walk anim they have now! FLOATING HORSES!!!
  7. SO, I had someone who rides horses on my university's equestrian team review the anims. (She is also studying Computer Graphics with me) and she comments that the back legs of the horses in the run anim is really bizzare. In the anim, the lower leg bends way to high up. She suggests this video to see that. She says the butt goes farther down when the back legs are extended forward. Apparently it is really obvious and notable. Just throwing that out. I kinda noticed it as well, but what do I know about horses?
  8. Phalanx

    poor ol' SVN

    Is it just me, or is the SVN totally knackered? I can't even get a game started. It loads up a map, freezes, then spits out a flurry of error messages (including something about not being able to find the roman stables xml) freezes again, then spits out another flurry of error messages.
  9. Phalanx

    Back to Work Button

    I can try to reproduce it
  10. Phalanx

    Back to Work Button

    Idk why, but they did. They were gathering stone, and the enemy attacked. I told them to attack the enemy, they defeated the enemy and went idle, I hit "back to work", and they walked to the nearest resources, which was the fields, and started farming.
  11. Phalanx

    Back to Work Button

    Could I be possbile to make the "Back to Work" button send the units back to the spot they were previsouly working? I don't want all my units to start working the nearest farm, I want the women to do that! Stop stealing the women's jobs! But yeah, could that be a thing?
  12. Phalanx

    Spartan Pikes

    I know in Atlas, there is a Spartan Pike unit, but will it be making an appearance in the actual game?
  13. Phalanx

    Counters must come back

    I am aware of that fact. Pardon me, I am used to RTWII terminology, where when one says "Thureos spear" one means the spearman. In this case, I am referencing the Seleucid and Ptolemaic spearman who carries a thureos. The point I was trying to make was, one (in real life) would probably fight a successor spearman different than a celtic spearman. Example: The Thureos spearman has a little bit of armour, so one would use slings, but the celt has basically no armour, so bows could be very effective.
  14. Phalanx

    Counters must come back

    I came up with this basic chart as one idea of visualizing the counters/balance. Units will be given classifications for balancing use, instead of stats. Now, as @Thorfinn the Shallow Minded said earlier: this could be accomplished by adding a hoplite classification (not on graph) or by just adjusting the stats. A balance tree doesn't have to be a sure thing that guarantees a 100% counter effectiveness, but as a general guideline for counters. A slinger for instance (random example) may not be as effective against a hoplite than a Sparabara, but the slinger may perform better against the hoplite than any other ranged unit might. This gives a basic counter idea, but it still leaves room for unique counters and pairing, for instance (random example again) the slinger might be good against a hoplite, but a slinger and a javelinman are REALLY effective. I cannot state enough that this would be a general, not concrete counter list. The classifications help make a counter tree less messy, and it also would make counters more diverse between factions, especially the "weight" classifications. Obviously in the real world, one would handle a Thureos spear different than a Celtic spear. We could portray this difference, by classifying the Thureos spear as "heavy" (or even "medium") and the Celtic spear as "light", so different counters can be used.