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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. @maroder https://code.wildfiregames.com/D4598 \art\textures\ui\session\icons\endgame\bg_victory_mace.png \art\textures\ui\session\icons\endgame\bg_defeat_mace.png Can be: bg_victory_athen bg_victory_brit ... bg_defeat_athen bg_defeat_brit ... Or whatever format you'd want for the files. I can work with @Lion.Kanzen to make an appropriate design for each civ, which can mirror the designs we use for the civ-specific minimap textures. I can bake the skull and laurel into the textures, or they can be called as separate objects in the code. Up to you.
  2. https://github.com/JustusAvramenko/delenda_est/blob/master/art/textures/ui/session/portraits/technologies/column_doric.psd breeding_herd.psd
  3. The 0 A.D. community does indeed seem deeply divided by this issue. In my view though at least with "super hard" counters you can ensure every unit type is good for something. Back in my AOE2 clan days I was a maniac with the Briton Longbows. lol
  4. Possible Forge techs TOWN Goldsmithing (Special Tech) - Traders +25% trade profit per trip Pair 01a Akinakes (all melee units attack) vs. Fletching (all ranged units and buildings) Pair 02a Linen Armor (all units Hack Armor) vs. Wicker Shields (all units Hack Armor) CITY Pair 01b Iron Hatchets (Axe units Melee Attack) vs. Composite Bows (Bow units Range) Pair 02b Scale Armor (all units Hack Armor) vs. Clad Shields (all units Pierce Armor) Pair 03a Peytral (Cavalry Hack armor) vs. Chamfrons (Cavalry Pierce armor) Single 1a Cavalry Lances (Spear Cavalry melee attack) EMPIRE Single 03b Cataphract Horse Armor - Champion and Hero Cavalry +2 hack and crush armor Single 1b Cavalry Pikes (Spear Cavalry melee attack; extra hack range; small splash radius)
  5. Is this with A25 version or the Github (Development) version with A26? I think @Freagarach and I noticed a bug with the mod where the mod file didn't match up with the mod folder name or something like that, which didn't allow connection, but I'm not sure about desync.
  6. These are all fantastico my friend!
  7. Hmm I'll have to check. I don't remember seeing them. The shields are nice too. Perhaps Carthage can have Libyan Skirmishers.
  8. For Delenda Est? Yes. For Empires Ascendant? Probably would be deemed "too slow."
  9. The problem is there is currently no way to simulate the "pinning" effect of pikes. The only way currently is to give them a lot of hack armor.
  10. Indeed, I've never figured out how to use it. :/
  11. Nah, just make the Triarius trained at Elite rank, making them economically almost useless, but militarily strong, without losing their CS status. The Triarii weren't élite in the sense of being fantastic fighters, they were simply those soldiers in the oldest age-class and a level below the Equites in wealth.
  12. I've often considered removing heroes and replacing them with officers, generals, and standard bearers, each with different auras. That was before I went all-in on the Hero RPG element in DE. They could still make an appearance if we got hard battalions. Imagine upgrading your battalions with officers and noisemakers (Carnyx for Celts, Aulos for Greeks, Cornus for Romans, etc.), giving benefits.
  13. I could write the articles for ya! Just need the UI support though.
  14. Perhaps they can be a Phase IV upgrade for the Military Colony.
  15. I don't think the feature itself is super weird, only that there's no detail in-game about it.
  16. Historically, the current Skiritai are pretty problematic*. If you like the "fast champ swordsman" dynamic, it should go to a different civ. Possibly Iberian infantry Devotio can take that role from the Skiritai. Thoughts? *In reality, a typical Spartan army would probably have been: 40% Spartiates 50% Perioikoi 10% Skiritai That players often use masses of Skiritai and barely ever train any Spartiates kind of bothers me from an historical/game design POV. Spartiates need to be made more attractive to train and/or Skiritai restricted in some way. I only ever envisioned them as a small core of shock/raiding/flanking troops, hence the name "Commando."
  17. The blue was originally more "muted", but the whole point is to add more drama. Could try some other colors though. Someone good in blender could render a nice golden laurel wreath for that purpose. But the small icon here was meant to mirror the skull in the defeated mockup-both icons being the actual win and loss icons used in game. It's simply the action which triggers the win/lose event. I had it originally saying "You are Victorious" and "You are Defeated," but I reworded them to fit the icons in the middle. Honestly it could go either way! I have no strong opinion. It would be nice to have custom civ icons as I have the Macedonian Vergina Star in this mockup. Would mirror the custom civ minimap backgrounds, tying things together. Right. A new font sheet would need to be rendered for sure, or whatever you call it.
  18. I suggest: The map snaps to the coordinates of the winning action. Unfortunately, often times the winning action is off screen. The map view slowly rotates in place until a choice is made and one of the buttons clicked. A cheering sound accompany the music. All 3 buttons be the same width (probably dynamic width based on the longest string) The Defeat dialogue would be red glow instead of blue. Inverted colors for the text.
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