Jump to content

LordGood

0 A.D. Department Leader
  • Posts

    2.762
  • Joined

  • Last visited

  • Days Won

    207

Everything posted by LordGood

  1. The only real downside to this process is that everything becomes a lot harder to edit to change anything would have me grind it right back down to scratch Bow gets a bit lost at the 40x on this one maybe some screenies
  2. My SVN is a bit out of date, but I think ranged seige does need a boost against structures. Athenian sieges in particular always end up necessarily protracted
  3. Yeah, I was thinking the same thing, I double checked it with the other icons and it's basically the same size and scale with the archer and iberian skirmisher. I'm not sure what I could do about it but crop it. If I crop it I'll be cutting out something important though :/
  4. Death animation is pretty rad ahah the trunk flop really does it
  5. I think I've found a new process this one is a scan-in with overlaying color and light Tell me what you guys think (old libyan spearman needed a re-do anyhow)
  6. I think they'd be grass covered, enclosed tombs like that have been built by the Mycenaeans, It's prevalent in modern tomb construction as well
  7. I find the easiest way to compare is to import in-game models to whichever program you're using. It works well with blender, but I've never used 3DS (I usually do that and steal the empties from the import) hehehe
  8. The door was snug between the supporting posts that seem to be prevalent in punic architecture, from what I've seen I thinned out the wall and shifted the center post to give the door a little more room. I also thickened the top cornice to give more of that feeling the old tower had. messed with the sheilds a bit got rid of the superfluous geometry blah blah, here you go! Kart_scout_tower.zip
  9. Round tombs seem dominant, keep in mind that different families could afford different size tombs based on wealth and prestige, so a few variants would be nice, if you decide to model them, of course
  10. They're basically just man-made hills with stone walls, try a search for the Cerveteri necropolis, they're pretty consistent there
  11. We're not going for THE lighthouse of Alexandria this is just a special building and should not give the feel of a Wonder type structure. A smaller, less fortified lighthouse works brilliantly with the footprint and in context with the other buildings Yeah, what Enrique said!
  12. I thinks its alright if the Ptolemaic dock is a bit bigger, they'll have the most powerful naval units in the game, no doubt It should look more utilitarian, as Ludo says. Docks are seaside markets, after all. Give it a feeling of being both a commercial port and a military drydock. Right now it feels like a glorified pier, but I love that bit of Age of Empires inspiration I see in there
  13. DukeDiamond says he wants to tackle the Dock in the Edfu temple thread
  14. http://www.wildfiregames.com/forum/index.php?showtopic=17730 Take your pick
  15. I think if the rock were a sandstone color it would look amazing on desert maps, but the biome sensitive thing is an issue I prefer the one on the stone brick foundation, if only for map versatility at the moment
  16. I'm loving that main building Should the path lead right up to the lighthouse? I like the idea of having grass, but I'm not sure its altogether realistic on a rock at the edge of a saltwater sea. Maybe a platform around with a low rail instead of fortifying walls?
  17. I feel like you would need to catch us in a lull. Artists around here are pretty busy at the moment, I know I only have limited amounts spare time in which to get anything around here done. It does sound interesting though, care to post some more details?
  18. I love the walls, but they feel a bit disjointed from the lighthouse atm imho these models will be in relatively shallow water, so I'm not sure the rock is altogether necessary If you're going to remodel it (it seems like you are) Might I suggest fractal geometric divisions in the stone rather than a sculpted cloud-looking one? That's a little tough to explain this video explains it much better than I can, its a very interesting watch, but I'll cut it to the fractal modelling bit https://www.youtube.com/watch?feature=player_detailpage&v=v-VN6Kg6dJ4#t=286
  19. that looks perfect Micket, dont want to throw too many polygons at it, and it looks like the reference image as well. I say its good for mapping
  20. Looks nice so far Here, take a look at Enrique's temple to see how the textures are mapped, maybe take some cues from his civ center (page 1 of same topic) for the flagstaffs as well you will probably need the transparent textures for the paintings on the front gate too
  21. lol until it's fixed, enjoy the fact that siege towers are pretty much unstoppable if they're packed to the brim with pikemen! ahaha especially with that +3 crush bonus from the fortress, which makes all the sense in the world!
  22. Stronger Mauryan champions would conflict with the other civilization's champion setups. We don't want handful of shield maidens tearing through an established Spartan phalanx. I say cheaper would do well, perhaps a slight strength nerf as well to balance.
  23. But we do have pyramids! All the pyramids! right, I lied, just two
×
×
  • Create New...