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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Much of the naming and such I did not do personally. I merely made the mod suitable to add to the game. If you can come up with better names, then by all means!
  2. Okay, how do we get our grass sprites to look like that?
  3. https://gitlab.com/0ad/0ad-community-mod-a26/-/tree/main/community-mod/simulation/templates May I suggest for ships: template_unit_ship_warship <Pierce>12 20</Pierce> <PrepareTime>1500 1000</PrepareTime> <RepeatTime>3000 2000</RepeatTime> template_unit_ship_warship_arrow - <Pierce>15</Pierce> <Population>3 2</Population> Line 36 tab -> spaces template_unit_ship_warship_ram <Hack>200.0 150.0</Hack> <RepeatTime>8000 6000</RepeatTime> <Population>3 2</Population> Line 51 tab -> spaces template_unit_ship_warship_scout <Population>2 1</Population> Line 27 tab -> spaces template_unit_ship_warship_siege <Crush>125 150</Crush> <MaxRange>80 85</MaxRange> <Spread>6 3</Spread> <Population>4 3</Population> Line 63 tab -> spaces
  4. The 2nd video would create better looking battles and have less auto-focus fire.
  5. Indeed, this is my greatest beef with the mod and its champions, which is the insistence on remaining clandestine and the reflexive anger at the notion of making it known to all players that you are using it. It should also be up to players to decide if they want to play a clean game or not, meaning if they want to play with players who insist on using the mod.
  6. Well, not to beat a dead horse, but my suggestions have already been made with crafted mockups. Whether you heed them or not is up to you. I do like the unit stats popup instead of putting it all in the encyclopedia page as in my mockup. Nice. We'll just need to improve that popup sometime in the future too (and of course I have a mockup for that too).
  7. Looks nice. Make sure that hoplite image is CC0 or CC-BY-SA or equivalent. I would quibble with the organization of the articles, but I'm not going to criticize too hard given the good amount of progress shown here. Carry on my wayward sons!
  8. Ya supposed to suggest some numbers, broham. Yer a balancer? (Maybe I'm mistaken). I got you a decent ship concept. Now suggest some stats. The whole point of this exercise.
  9. 1. Foley/sound effects for ranged ships can be done if someone creates very simple idle animation for each one that we can use for the attack animation. For units, it is required to have an animation to trigger a sound. 2. Ramming ships need a ramming animation. The Xiongnu battering ram serves as a good example of what could be done. 3. I do indeed would like to see Arrow Ships fire volleys of arrows instead of one at a time. I think there may be a patch somewhere for that. And then be awesome for the arrow ship tech to add arrows to this volley instead of reducing attack time. 4. Balance etc. This was a first draft of the ship stats. Put into the community mod for yall to suggest good stat values. I guess a few rounds of idle complaints are necessary before the real work is done. For instance, I would suggest (among other things!!2) tightening up the accuracy of warships so they are stronger against land units and fishing boats. 5. Let's hold off on making the tech tree as bland and generic as the land tech tree please. 6. Things added despite flaws so that ppl may be inspired to fix them.
  10. Nono. Fewer textures in each actor, but same number of textures spread out better to the actors.
  11. There might be a few other portraits with this issue. Another issue I'd like to address sometime is the sheer number of body textures specified per unit actor. Hurts visual recognition. I'd like to reduce their number in each actor to a maximum of 5 to create more visual consistency for each unit while still having some good randomization.
  12. I'm thinking we should just standardize it to "catapult." Onagers are catapults, in the broad sense. "Stone throwers" might be needlessly pedantic and "catapult" is a term most people understand. "Bolt shooters" though seems to be a good term for scorpions and oxybeles.
  13. Well, at least rotate the building so that it's the same L shape as the others.
  14. Nice, maybe put a changelog on the mod.io page and/or include that screenshot?
  15. Go for it. Would be interesting to see
  16. I like a lot of the new buildings, but I like the old Forge better and I think the UV mapping of the Scythians is a little aesthetically busy. I'm also thinking the Wonder could follow the references better. But overall, the output is great. I really need to get you a reference for the Sword of Ares Shrine. I might sketch it for you! I like how you made the Scythian yurts pointy to differentiate from the Xiong.
  17. https://code.wildfiregames.com/D5284 I'd like to try to get the AI to build more Docks, Fishing Boats, and especially Warships. Can folks with the relevant knowledge take a look at that patch and suggest other files that can be edited for that purpose. Right now all it does is increase 'priority' for Docks (slightly sooner, but still only 1 dock), Fishing Boats (from 1 to 5 per "sea"), and "ships" (but no separate designation for warships), but doesn't do much else.
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