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Everything posted by LordGood
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Well, i mean, its the same ram innit? haha. I was modeling one for the Achaemenid Persians though.
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haha got sidetracked by the Assyrian battering ram, tower, broom-bus...thing. I got a good blacksmith sketch but I lost it to an unstable 32 bit Gimp, which means my next one will probably be even better! maybe
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I'm going to assume you're Bulgarian based on your e-mail address, and that you have personal stake in this. We aren't denying that we aren't adding them because of the amount of work that needs to be done. It's a ton of work, we haven't even finished up the Seleucids yet, and we need to also review what we already have. Seeing as you're so attached to this, I can see you're not going to take our word for it and just keep pushing the topic with your hands over your ears, as if that will somehow magically get models and balances made. I would love it if you could prove me wrong in this aspect. We're not denying the importance of Thrace when we deny it from the civilization roster.
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ha, reminds me of ICBM ballistae
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He's just a bit passionate Niek, I'm sure it's just disappointing to hear.
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Its hard to see in all that fog there, but this time we got 2,835 sheep out. The game still didn't crash! Lagged out again though, I could tolerate it long enough to take these screenies too
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We're not going to be adding any more civilizations to 0 AD as far as I'm aware. We already have the nightmare of balancing 12 civilizations already, Thrace appearing to be a valuable and well populated area as well, rather than an independent state. Thracian peltasts are in the Athenian unit roster, and Odrysian skirmisher cavalry fight for Macedon. Very interesting to read about though, I had heard talk of mercenary factions a while back but I'm not sure where that's at with the team right now.
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Alrighty, I think the Assyrian broom bus needs some edits; the action of the ram is a bit odd, and I've been staring at this relief for a few hours and hypothesizing. Does it really move up and down, or does it's swing pivot on a high point, allowing it to hit at an upward angle? It would need to move less material, and more importantly, move it away from the ram itself. If anything it'd give the ram a more involved model and more dynamic animations than it already has. Also, perhaps we could explore tunneling and counter-tunneling in this thread, as the general siege tactic of most civilizations at the time was to clear the walls with archers or slingers, and then proceed to mine the walls.
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My friend managed to get really good with a sheep economy however there is no sheep build limit, and this happened. 975 sheep. We couldn't last long in the lag. My Numidians were trying their best to stem the flow but to no avail. Hilarity ensued, we both lagged out fun times, but we may want to address this eventually
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that would have made my life so much easier earlier, such a simple fix too dangit, shame on me for not trying to resolve that issue sooner, haha. Of course you didnt try uploading it into the engine every single time to see if it was pointing the right way!
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Yes, but it's easier to do that than it is to keep track of the rotation of the hand and sling simultaneously
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I could always just make another static actor, easier to bind. Its easier for me to work this way, I don't have to worry about origin points and rotations of the parent, better yet, I can animate in relation to the unit acting on it. That's what I did for PA, anyway.
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The sling is all it's own armature, and it's bound to the root, so there's none of that fiddling with prop points, but of course that means it needs its own animations for all of the different animations the slinger has.
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his follow through is a little short though, isnt it? That does give a lot of dynamism to it
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I totally started a slinging community here, I break slings constantly so I make sure I have surplus. Beverly has some amazing stony beaches for slinging Though gravity should remain constant, it would help simulate wind resistance if there was a play to it on different projectiles, I would think. Since there are no other possible forces acting on projectiles other than starting velocity and trajectory
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As far as I can tell, the engine doesn't really support different trajectories? Is there any way that can be controlled in a unit's XML? 'bombard' mechanics would be sweet probably the only reason I'd play Korea in Empires DotMW was because they got thunder crash mortars with a stupidly high range and wild inaccuracy. Let me rain cannonballs down... well... everywhere! their short range game was horrendous though, kept things balanced what was I talking about? ah yeah, area deterrent as opposed to area denial for long range troops would be sweet. Not quite the right topic, but still sweet!
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I've seen all of Lindy's videos (I'm pretty sure), he's great to listen to, very persuasive too. My technique's gotten a lot better since that last slinging video I uploaded, perhaps I should record myself again? I know certain length slings are better for certain ranges, and certain slinging styles are better for different length slings. Also, there are many overhanded and underhanded styles, and those differ from region to region. Different cultures would throw different weight stones, for instance Greeks tended to throw smaller standardized stone ammunition than the Persians. Of course, these would demand different styles to keep the inertia from tearing up your joints, and proper follow through. I hear underhand was popular in the near and middle east, and would probably allow for throwing larger stones (the size of a man's fist, according to Xenophon(?)) short distances. Its not like the Persians have slingers anyway, but the Judeans probably used it similarly I've managed to hurt myself pretty bad overswinging, tearing up my rotor cuffs and whatnot. The power in this is in your core muscles, which i tried scrunching up as much as I possibly could here. I'd train sitting down to get them strong enough. If you guys don't sling, I would highly recommend it. It's super fun and you don't have to worry about carrying arrows whenever you want to shoot, or a bow for that matter. Sling fits nicely in your pocket, or makes a nice belt... or headband.... And to think, I thought guys throwing rocks in battle was silly not two years ago. Now I'm starting a slinging community at my school! I've brought out about 18 people who've given it a try, actually trained 5 fairly well, one of which is heading the group after I leave. I even got one of my professors to give it a try. He seemed pretty enthusiastic about it Also a shield tends to do its job best in front of the guy using it. (https://www.youtube.com/watch?v=GjZ6qWSenqI) Perhaps I'm taking the historical accuracy part a little too seriously, but I tend to agree with Skall on this point. all said, this gif is a bit choppy, and will likely be playing faster in game; though we need to coordinate with the balancing team, because some of these attack cycles run so quick they ruin the animations...
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I didn't build the shield on it, but that's why the arm is awkwardly out in front like that