Jump to content
Sign in to follow this  
Stan`

2019 Art Wishlist

Recommended Posts

27 minutes ago, Nescio said:

Not entirely correct. Yes, pitched battles were rare; if you had written "sieges were twenty times as common as pitched battles" I wouldn't have objected. However, your hyperbole is misleading: warfare actually consisted mostly of skirmishes, raids, plundering the countryside, that kind of things.

I will take that and correct it, sieges were twenty times as common as pitched battles is indeed what I ought to have written.

Share this post


Link to post
Share on other sites
1 hour ago, stanislas69 said:

-    Get someone to review the changes on Kushites background patch

wut?

 

1 hour ago, stanislas69 said:

-    Seed random sounds so that units always play the same tone individually

Maybe extend this to allow different genders in one unit (like, say, male and female villagers or male and female Scythian units)?

Share this post


Link to post
Share on other sites

Two things I'd consider 'basic' which are missing:

- fallen wildbeest (even dead they always appear to be standing)

- lioness portrait (if the units appear different by gender, I think the portraits should go along)

  • Like 3

Share this post


Link to post
Share on other sites

Addition of specific voices to the factions I think would make a huge impact in the game. It's really cool that now we have the new Persian voices and you are making the Kushites.

One addition for fauna: flocks of birds flying (like ducks or something).

About the biomes, some possible improvements:

  • Autumn: the colors look a bit saturated, maybe the grass is too yellow.
  • Savannah: more flora variations would be nice.
  • Snowy: snow on top of buildings (I imagine that this would be a lot of work).
  • Tropic: also the colors, not sure if saturated is the correct word, or too colorful...

Also, since I've seen that GIF with the bonfire from @vladislavbelov (if I'm correct) I'm dreaming about that... would really be great for some night scenarios.

Apart from that, thanks for all these contributions!

Share this post


Link to post
Share on other sites
10 hours ago, wowgetoffyourcellphone said:

wut?

https://code.wildfiregames.com/D1758

10 hours ago, wowgetoffyourcellphone said:

Maybe extend this to allow different genders in one unit (like, say, male and female villagers or male and female Scythian units)?

That's a different one but yeah I can add that to the list.

Share this post


Link to post
Share on other sites

I have no other wish than... Dinosaurs!!!!! :banana:

Ok, let's be more serious... Some dead tree trunks may sound good! ;)

Edited by Sturm

Share this post


Link to post
Share on other sites

Persian voices are done? 

Finishing the arab units and jew slinger (last units to finish?)

The RC for pyrogenesis is the engine split?

Share this post


Link to post
Share on other sites
2 hours ago, Sturm said:

Some dead tree trunks may sound good!

Might want to suggest that into the tree thread.

55 minutes ago, av93 said:

Persian voices are done? 

Farsi yes, ancient Persian no @Itms was working on something for them.

55 minutes ago, av93 said:

The RC for pyrogenesis is the engine split?

Totally unrelated, this .rc file just adds information to the windows executable

 

  • Like 1

Share this post


Link to post
Share on other sites
2 hours ago, wowgetoffyourcellphone said:

 

screenshot0050.jpg

Very good ones, despite the fact the baobabs still looks strange to me (in fact, I've never seen a baobab in real life and, ok, they look weird even in the pictures, lol). Perhaps some fallen ones? Like this and that? :)

  • Like 1

Share this post


Link to post
Share on other sites

I believe fauna is supposed to appear in appropriate biomes? Could we maybe have some fresh water fish?

0AD-Tunaofdawood.jpg.85616cd391fd754e2ad8ab3cbbdc1652.jpg

 

I'm quite certain 'forest tuna' is not historically correct. ;P

  • Haha 1

Share this post


Link to post
Share on other sites

Structures I hope that will get replaced in A24:

  • brit wonder
  • gaul wonder
  • mace dock (with something similar to rome, sele, spart docks)
  • mace wonder
  • pers wonder
  • ptol civic centre
  • rome civic centre

Also nice to have (@LordGood?) would be:

  • brit, cart, kush, maur, pers, sele chariot stable
  • mace, ptol, sele palace
  • cart, mace, ptol, rome, sele, spart shipyard (long and narrow boathouse; cf. athen dock)
  • ptol, rome, sele stoa
  • ptol, rome, sele theatre

And @Sundiata's suggestion of long and narrow fields (e.g. 3×30 instead of 8×8) for all factions.

  • Like 1

Share this post


Link to post
Share on other sites
9 minutes ago, Lion.Kanzen said:

what happen with the "gate of all nations"?

It's there, lying on the forums, waiting for a true artist to finish it...

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, stanislas69 said:

What's up with that ? What would you see instead ?

Rome only started to build in that high imperial style during the principate, i.e. after our timeframe. Moreover, the current civic centre is larger and much higher than the other centres. I'd like to have something more similar in shape to the centres of e.g. athen, cart, spart:

screenshot0002.thumb.png.e78e840d2133d8781208382264226073.png

1 hour ago, stanislas69 said:

What's the issue with it ? Is it because it's a duplicate of the athen dock ? 

It's because it doesn't look like a dock (where you'd moor and (un)load your ship); it resembles a boat house (where you'd store ship dry on land during the winter); also, there are two wargalleys visible inside, which is wrong. So I'm hoping for something more similar to the other docks:

screenshot0001.thumb.png.efa4b3857a08e541cf086fa3e1b03634.png

Share this post


Link to post
Share on other sites
16 minutes ago, stanislas69 said:

Why is it wrong ?

Several things. To start with, the dock is available in village phase, wargalleys only in town phase. Furthermore, it's weird to see ships inside when it's not yet completed.

Ancient galleys were very light and floated on the water. However, the longer they stayed at sea, the more water they collected inside, and the slower (and thus more vulnerable) they became. Whenever there was an opportunity, they were drawn on land to dry them – and to prevent them from being blown away by strong winds.

The current dock actor itself is actually a quite decent representation of an Athenian boathouse – except that those were primarily on the shore to keep the ship dry:

1701149737_Screenshotfrom2019-05-0821-21-26.thumb.png.26c9a63ec6ae6486140a020a319c3d63.png

source: L. Casson Ships and Seamanship in the Ancient World (Princeton 1971)

However, a boathouse (on shore, ship inside) is something different than a dock (in water, ship outside).

Share this post


Link to post
Share on other sites
14 minutes ago, Nescio said:

Furthermore, it's weird to see ships inside when it's not yet completed.

That can be fixed easily I think.

Okay so it's wrong for both athenians and macedonians. Though it could be used for other purposes such as ship repair.

Share this post


Link to post
Share on other sites

CIVILIAN ANIMATIONS

  • Could be used as props for buildings to add more life and immersion to the game.

POTENTIAL CIVILIANS

Housewife

  • Doing household chores

Children

  • Playing
  • Running back and forth and resting for a while

Beggar

  • Asking for alms

Drunkard

  • Succumbing to drunkenness

Merchant

  • Promoting his goods and persuading the crowd

Philosopher

  • Sharing wisdom to a crowd

Smith

  • Crafting

Stray animals

  • Roaming back and forth and occasionally sitting

THREATENED ANIMATIONS (To be used as an animation when building are being captured)

  • Jumping while panicking
  • Crouched nervously
  • Falling to his/her knees and begin to scream and cry helplessly
  • Sitting on the ground begging for his/her life
  • Running amok in a state of panick
  • Committing suicide as a final attempt to break off from the violence

mb-03848547.jpg

stock-photo-man-sitting-at-the-corner-of

mashable.com

Tagging @Alexandermb in case you are interested? :)

Share this post


Link to post
Share on other sites

OBSTRUCTION for selected actor files in Atlas i.e. (Structure, flora and geological entities)

  • So that map makers could make great use of these entities either strategically or for aesthetics.

Imagine urban combat where you do not have to worry about your units running amok capturing and destroying structures.

  • If some of you are familiar with RISK type of map mod especially with Warcraft 3
  • We could attain such gameplay with this, where CCs are scripted to spawn a certain amount of unit.
  • It will be custom map where your only priority is to fight units and capture the CC. A game of just pure combat and battle strategy.

Share this post


Link to post
Share on other sites

Re: Greek Dock

I use the current one with the Zea ship sheds as a Shipyard for military ships, and use the Seleucid dock as the economic dock. So, something like the Seleucid dock would work well for the Greek dock (please keep the assets for the current one).

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...