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Everything posted by LordGood
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a guy's gotta be confident going into a duel with a pike and a tiny shield
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Wall Destroyed by catapult
LordGood replied to Rahman 535's topic in Introductions & Off-Topic Discussion
The ShC2 physics engine is useless, it puts up a performance wall for lower end systems and that's about it. A custom animation would be needed for every single wall segment and variation, which would take a very long time. -
Atmosphere/architecture/cataphracts
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You're talking about two completely different departments that operate nearly independently of each other. Attention towards art will not affect attention elsewhere, since artists generally don't work in balancing or programming. Don't feel the need to put down conversations you don't find particularly useful to those you prefer.
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Reminds me of Harrogath, nice to see some Ponies Ascendant stuff in the screenshot topic!
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==[Task]== Tiny icons set (simple)
LordGood replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
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==[Task]== Tiny icons set (simple)
LordGood replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
You need some pictures of slings? I got a bunch of braided slings I could pose and photograph for you- 79 replies
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Where are my manners, Welcome to the forums!
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The Huns are well out of 0 AD's current time frame, and a gameplay decision has been made not to include any more civilizations.
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Bunch of Delenda Est icons that could be committed
LordGood replied to niektb's topic in Eyecandy, custom projects and misc.
We need to find out what licenses the base images are under first. I remember @wowgetoffyourcellphone was using some placeholder assets? -
Empires Apart. ==Freemium==
LordGood replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Just because you don't like the art direction doesn't mean its a mistake to take that direction. Its lovely, the minimal textures and polygonal style put more weight on the animations and color palette, which look very nice. With the rise of mobile where things need to be readable at a small size, this style is particularly popular. AoEO had a charming style to it as well, but this is an RTS, not an MMO-RTS with microtransactions(?) which I think was the bigger issue with AoEO.- 209 replies
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===[COMMITED]=== Ptolemaic Klēroukhia (Military Colony)
LordGood replied to Stan`'s topic in Completed Art Tasks
I dont know about that, news to me -
===[COMMITED]=== Ptolemaic Klēroukhia (Military Colony)
LordGood replied to Stan`'s topic in Completed Art Tasks
I feel the freestanding obelisk is necessary in a civic style building, and I'm not sure cramming details into the courtyard is necessarily a good idea -
===[COMMITED]=== Ptolemaic Klēroukhia (Military Colony)
LordGood replied to Stan`'s topic in Completed Art Tasks
all set, its in -
===[COMMITED]=== Ptolemaic Klēroukhia (Military Colony)
LordGood replied to Stan`'s topic in Completed Art Tasks
aaagh thats perfect! Well, nothings perfect, but its still a darn fine job. I was going to recommend the line of tiles on the roof apex earlier, but you've already taken care of that I see. I think the obelisk calls back to the CC quite well -
no I dont think so, and this was before my hard drive crash so I don't think any of it survived either.
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===[COMMITED]=== Ptolemaic Klēroukhia (Military Colony)
LordGood replied to Stan`'s topic in Completed Art Tasks
The one on the left is how I would have gone about merging the two styles. Sometimes its useful to use the fly-through function in blender to drop yourself into your building and see at a ground level what's an architectural oddity, and what's missing. ie- "colonist walks up to impressive, and defensible colony stoa and wonders where he's going to be sleeping tonight." - add ambiguous buildings, building extensions, or tents- "where will I train?" -training grounds, targets, dummies ect and since the colony is a mini civic center, perhaps bring some civic center elements into it, like only two flagpoles or just one obelisk to make it aesthetically "less but same" anyhow, I hope this helps! -
===[COMMITED]=== Ptolemaic Klēroukhia (Military Colony)
LordGood replied to Stan`'s topic in Completed Art Tasks
The first iteration was my favorite to be honest, the biggest problem for me is that this feels like two separate structures, and they don't visually engage at all angles. It'll take some creative thinking to get these things to work together. Altering the texture pack per building throws off the entire building set, so if we can avoid doing that that would be for the best. I'll see if I can sketch something to illustrate my point -
===[COMMITED]=== Ptolemaic Klēroukhia (Military Colony)
LordGood replied to Stan`'s topic in Completed Art Tasks
I'd hate to sleep on a tent pitched on a stone floor. haha I hate to say it but I feel the need to,his feels really disjointed, the stoa and obelisks don't match the ptolemaic texture and overall there's no marrying of the styles enough to keep the two styles from separating like oil and water. With such bright distinction its difficult to do in this case. I like the front, the entryway and flanking towers are great, though the egyptian walls around the back get a bit architecturally bland. Same thing with the floor, perhaps it doesn't all need to be tiled? Thick stone walls enclosing tents is a little off to me too. -
It seems that the blacksmith template might be broken? none of the blacksmiths are showing the garrison flags. I knew I put in a flag point, and it shows in the actor viewer when set to garrisoned, but doesn't update on garrisoning troops.
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Fixed it, also that cloth should look a bit less plastic-y
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I think its not possible to have a single entity have two different types of attack.