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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 1. Do you think I should keep Outposts capturable? I've removed capturing CCs. 2. Do you think I should throw Theban Greeks into the mod as a nice little bonus?
  2. Lol yeah, the gold icons could be improved. Well... that's how the classic RTS games are. Yeah, I can make buildings a little weaker. Oops, that's a big one. I'll remove those techs!
  3. I'm confused. Your mod doesn't edit territorymanager.xml It adds-on to Player.js.
  4. Setting BorderThickness to 0.0 didn't do this for me. Hmm
  5. Terrain Overhaul has begun for A25 (terrains successfully ported over from Delenda Est to A25 dev version, locally): The current idea is to release the new terrains with A25, and have all the old terrains exist alongside the new terrains for 1 development cycle (A25 released-A26 release), so that map makers and modders (and WFG) can have a whole dev cycle to retrofit their existing maps. Then the old terrains would be eliminated at the A26 release. A26 would include a script to help anyone port over any other maps they may have to the new set of terrains (the switching will be rough approximations).
  6. https://www.worldhistory.org/hoplite/ https://www.wikiwand.com/en/Hoplite References for the latter: https://books.google.com/books?id=GoRoDwAAQBAJ&pg=PA94#v=onepage&q=epilektoi&f=false https://books.google.com/books?id=v-PgAwAAQBAJ&pg=PA77#v=onepage&q=epilektoi&f=false
  7. Hmm, then I wonder what the difference is with the Scythian (Xiongnu in MAD) wagons?
  8. I mean to test and see if an obstruction will prevent the upgrade.
  9. Can test with the Zapotecs. Have a Temple turn into a Wonder or something and try it with a stone mine too close and with it not too close.
  10. Well, with the Scythian resource wagon, it will not upgrade to a house or storehouse if there is an obstruction.
  11. I think that's why they were made to have the exact same foorprints as the level 1 houses, so they could be upgraded to the apartment.
  12. There's nothing to say it can't be renamed. So, halfway between a phalangite pelte and an aspis @Stan`. The main thing being it is rimless. (I have seen Tarantine coinage that shows the Tarantine shield to occasionally have a rim and many examples with a spina, so those would be a separate project).
  13. Carthaginian apartments should be a house 'Upgrade', like the Defense Tower upgrading feature. Instead of being a separate structure.
  14. I'm not saying they need remodeled. I'm just saying there are examples of bixies used in art and jewelry from the 2 Han periods.
  15. We can't be sure, but probably halfway in size between the Macedonian pelte phalangite shield and the "hoplite" aspis (to show a progression; larger to smaller; Hoplite aspis -> Iphicratean pelta -> Macedonian pelta). The model can also be used for Tarantine and other Hellenistic cavalry. @Nescio is free to disagree.
  16. A sample of examples of Bixies from the Eastern and Western Han periods: https://www.comuseum.com/arts/han-jade-bixie/ http://www.alaintruong.com/archives/2020/10/05/38572290.html Keep em. They are an excellent eye candy piece and a nice cultural element not without some historical justification. Honestly, I feel the same way about the lanterns (DE will be keeping them), but the bixies are more justifiable.
  17. Yyyyyes, I know all that. Thanks for the lesson review though! EDIT: I had a hand in creating the original actor and we based it on Iphicratean examples. We did not (and still do not) have smaller aspides/medium shields to be able to use for them, hence the "hoplite" shield.
  18. Yeah, the name "0 a.d." was a coup in passive marketing. It shows up at the top of any list it's in. Its removal from the YouTube games list was a bit of a blow. Thanks for trying to get it reinstated.
  19. Also, the Epilektos is supposed to be from a slightly later time than the Hoplites. The Epilektos represents the Iphicratean era. Lighter body armor, boots, etc.
  20. I think in DE I removed that one texture from the actor. I honestly think about two dozen or so unit textures need to be purged.
  21. That's not going to happen. Most textures are used on more than one unit. Many textures are used on 3+ units. Reducing that instancing down can make the appearance of each texture more special while at the same time giving each unit a more distinct look.
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