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nylki

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Posts posted by nylki

  1. the pronounciation sounds correct to me (studied Latin with proper classical pronounciation). I am not sure about ave though (in your male sounds).

    I think it should be slightly more like ah veh instead of ah vee. Not entirely sure though.

    I must say, the female voices sound really nice. I like the intensity of the attack voice. However the fight voice in comparison is a bit too weak and fast in my opinion.

  2. Okay. I don't have the 10.7SDK anywhere anymore, apparently, my Xcode is too up-to-date. So I can make the bundle, but for 10.8. 10.7 is the least used version though (less so than 10.6 afaik) so it's likely not too bad.

    I'm giving this a go on Mavericks on my MBA because my iMac is really outdated. I'll update this post later.

    Edit: getting this error:

    ../../../source/scriptinterface/ScriptTypes.h:71:10: fatal error: 'jspubtd.h'      file not found#include "jspubtd.h"

    Btw. thats exactly the same error I got in 10.9.2 few weeks ago, when testing the new build scripts.

  3. It's probably harder to balance maps that way. But yeah, it could create new strategies.

    I've played a few games of 0.A.D and I noticed there is no difference in the walking speed of units depending on the terrain type.

    For example:

    • Concrete path/ dry grass/ light sand : 1x speed for any unit
    • Deep sand/ Deep snow, Marsh: 0.75x for cavalry/camels/elephants, 0.5x for infantry, 0.25x for siege weapons

    This additional map flag should add some realism to the game.

    What do you think about this idea?

  4. That portrait looks quite nice! I like the light reflections on the shield and the general composition and use of color, it goes well with the smaller frame sizes. You can recognize the key elements effectively. However I can't get the leg on the left side out of my head (his right leg), the position seems to me a tad too much left. In effect looking slightly disconnected from the rest of the body. However good job there, I like this one way more than the previous two portraits, which where too contrasty and some of the lines appeared too restless.

  5. I kinda like this idea from Prodigal Son, regarding Spartan Hoplites. Making a limited amount available from the beginning. -> Limited by house size for example.

    Spartans


    • What I use (or plan to) in my warcraft mod is Spartan Hoplites, while elite, being available from phase I. As the limited landowning class though, they are limited to 1 per farm (could also make them 1 per farm + house if needed to limit them even more). So the Spartan player can choose to have a very small elite army early on. In my mod they'll also have an aura increasing allied attack/attack speed a little and maybe one doing the opposite to enemy units, representing them being valued/feared (btw I do the later with elephants as well). That could also be an effect of the agoge tech.

    Besides that, the Iberian Ambush ideas of mythos and the others (being able to stay invisible near trees, or staying invisible, when not moving, until an opponent unit is eg. only 5 meters away from them), sounds like a quite interesting addition.

  6. Just played a bit on one of the new maps that are going to be included in the Alpha15.

    And got some really nice perspectives. Just thought I'd share them. May they inspire people to try create similiar and even more awsome looking maps.

    enjoy the pictures :)

    PS: I may add that I disabled "restrict camera" from the dev. menu, to get interesting perspectives. Most of it won't been visible like that, in a regular match.

    post-15594-0-94558800-1385674099_thumb.j

    post-15594-0-08730000-1385674163_thumb.j

    post-15594-0-13526300-1385674229_thumb.j

    post-15594-0-34426500-1385674289_thumb.j

    post-15594-0-09244800-1385674317_thumb.j

    post-15594-0-47166100-1385674384_thumb.j

    • Like 3
  7. I think we could experiment with a periodic cost. But I think storage capacities are too much micro.

    By having a periodical food cost per unit, your army will grow more linear. When you run out of food, I wouldn't kill any units. The fact that you can not create more units is enough of a punishment.

    Mercenaries could have a periodic metal cost (as they're paid in gold or silver), but a very low initial cost, so you'll have to use them quickly.

    I think this idea is worth trying out. It could create interesting challenges in the game.

  8. Right click is used to repair ships (and buildings), ctrl-rclick is used to garrison for every garrisoning structure. Switching those two around just for ships would make it very un-intuitive. And having to use ctrl-rclick every time you want to repair or build something would have the opposite effect of what you wanted: less hotkeys.

    As for animals, I think it's fixed in SVN now, they should be garrisonable now.

    That seems reasonable. I forgot that it's already used for repairing.

  9. Without warming this topic up too much, but in my opinion a simply right-click on a ship (no ctrl-rclick) would be more useful in most cases. Perhaps showing the garrison icon, when hovering the cursor over a ship, to indicite that the selected units will be garrisoned inside the ship when a right click is performed. Same might be useful for buildings?

  10. When I play on a naval battle map, how can I move soldier or citizens to another island?

    If you select units you can garrison them inside the ship with the garrison icon ( garrison.png ) and then click on a ship that is currently at the coast. It's the same way when you garrison units inside buildings (towers etc).

    To unload, click the ungarrison icon ( garrison-out.png ) when you are at your target location.

    Or you can ctrl-RightClick on a ship with selected units.

  11. to illustrate my ideas some quick sketch (was refreshing to use my good ol' wacom after months). I dunno if it transports my idea properly or if it is of any use for you. Your portrait still is good, don't get me wrong, I just don't feel enough dynamic for this kind of unit.

    pHcpvLG.jpg

  12. Celtic Iaosae just because! My brain might just have switched gears from the carthaginians to the celts for a bit. I'll do the Sacred band of Astarte eventually

    I actually did this one more painterly on one layer, I find it easier to manipulate. Let me know what you think

    To have some critique:

    The energy that the slinger needs to throw the sling is not visible enough in my opinioon. Also the pose does not seem to represent it. I imagine a pose with arms more stretched to the background, using the power to rotate the sling. Also having a slightly bowed and rotated back.

    The Sling needs to stick out more, if seen at a not so good display and a low resolution it's not that visible. Maybe getting some highlights, or motion-blur in (i prefer some lighter colors for the sling)

    I am not sure about the anatomy of the hand, it feels wrong, but i guess as a small portrait it doesn't matter too much.

    The second portrait, of the spear thrower looks well done! No urgent critique there :)

    I hope it helps for the creative process, the remarks are meant to be encouraging, I like your progress!

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