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LordGood

0 A.D. Department Leader
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Everything posted by LordGood

  1. what a curious mix of excitement and disappointment. I hope they add neolithic houses, 'tool age' architecture was some of my favorite
  2. I had minheight and maxheight set for the cypresses for obvious reasons, i got rid of them when it started throwing errors. apparently taking them out in the ActorEditor program doesn't get rid of the minheight/maxheight line itself but instead sets the value to ""
  3. hoo I almost took you seriously there, careful. I'm easily misled I do agree with most of that, the horse butts should be easy, the horse actors for the persian stables are animated, if a little small. I'm not sure about the gerousia, its mechanically identical to the prytaneion, could be easier for players to familiarize themselves with them if they're visually similar as well. I know that doesnt hold to the gymnasion and syssition, but maybe a little coherence is better than none. Or not, i dunno. Full-on archaic is a good sausage license, I like it
  4. Architecturally? no, most notable site i found was that sanctuary of artemis orthia
  5. Looks like it's going to be another 6x13 temple unless anyone has a better idea
  6. I got that once when I was messing around in the actor editor with atlas open. When I finalized my changes and restarted atlas, I didn't get it again.
  7. i think it looks pretty neat all things considered
  8. the site itself is archaic spartan, very old. and i reaallly dont want to make another theater making a polygonal-lean greek theater is like building a football* stadium out of legos *not soccer
  9. I had a sneaking suspicion that the theater in the sanctuary of Artemis Orthia was Roman made aaaand i was right, the theater was built in the 3rd century AD. Thing is, its already almost done. should have figured sooner, classical Greeks are not one to build with arches and vaults whups
  10. Dang things destroy catapult triremes in one shot, have to mob them with regular triremes to tear them down. What a pain
  11. I have a bit of a love/ hate relationship with formations in American Conquest (I would assume the same for Cossacks but ive never played cossacks) The only real difference between formations and loose troops is that there's a defense, melee and morale bonus for troops in moving formation and a higher one for troops standing their ground they're initiated by 'officer' units which are exceptional fighters but horrendously cost-inefficient to fight with. Initiating formations pulls like troops from their immediate surroundings along with a drummer and standard bearer. Formations can be 'healed' by way of a +button pulling more like troops into the lines. my only gripe with the cossacks/ac system is the micro involved to initiate the thing, its worse with the thousands of troops those games handle, so it might just be perfect here
  12. I would be in favor of a single, receptive lead. Councils slow things down, in an already slow system, that's already full of councils. As long as everyone can voice their opinions, it won't be one sided, but quick and decisive.
  13. A room full of people debating with an empty chair. I'd love to take gameplay lead myself, with the team's blessing of course. I'd certainly be neglecting the art department more than I already am in that case lol
  14. It's a covered well, blackness is too abrupt, and water would indicate a water table that's insanely high. The general artist's fix for this in the past was to cover it with another structure or make the well too small to look into (likely too small to get water out of too but, artistic license and all that), but I wanted to give Sparta a nice big well to kick Persians into. Also i didn't edit the trees at all, I suppose i could make short tree variants of the cypress actors, but the original cypress actors roll through their variants and give different looks with each CC placement.
  15. I like the look of those big ol tower shields
  16. lol I've been spoiled by GLSL shaders, the strong simple shapes have nice synergy with the AO and normal maps. Fixing the footprint should be easy enough
  17. I have all my models on one workspace, empties get numbered and sometimes i forget to rename them before export. That's likely not the only one, ill go through them again to be sure
  18. That 'one mod' was supposed to be Terra Magna, as far as I'm concerned VP and DE run experimental 'leaked' versions of the Kushites.
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