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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Correction. The fire raiser template works now, but it doesn't have the billowing fire effect I want, and the 2 operator dudes don't have custom animations. I'm not going to let that be a release blocker though.
  2. Fireraiser fixed and pushed to repo. Any other fixes or bugs? Can bundle soon if not.
  3. I think this mod's "scare" effect would be okay if the cavalry could be retasked to attack the elephant after a short time, meaning the scattering effect is only a minor setback for the cavalry that could be overcome with a minor amount of micro.
  4. Scenario or Skirmish? Pop is fixed to 300 on scenarios I believe (in Player.js).
  5. They look great. I think you need to weld the seams on your helmet and shield models though. Aliasing gives them a bad line along the edges of the shields and the front of the helmet.
  6. I don't like the A24 ones, so I kept the A23 ones for visual detection reasons (A24 kind of blend into the terrain comparatively). Feature, not a bug. Straggler trees no longer impede building placement. It's not feature complete though, as I would like the tree to turn red when the building preview waves over it. Which map? What errors? Thanks. Quite a lot to unpack here. Siege Towers aren't feature complete. I may make them unbuildable for now. Catapults aren't balanced yet. Most buildings can't be captured to make the capturing mechanic more targeted. Buildings and projectiles. Again, I've not fully balanced anything yet. The hero is for you to choose your strategy. There are other ways to counter what your enemy is doing. Will be fixed. A match can play out in about 40 mins. Similar to AOE2.
  7. Their stats would be rebalanced of course.
  8. Batch Training was introduced to minimize micro (a train time incentive is used to encourage its use as well). Isn't this a competing feature?
  9. Elephant Stables Numidian/Nubian Mahouts (Carthage/ Ptolemies): Greater Speed Elephant Roundup: Faster Train Time Forge Tusk Spikes: Greater Attack Elephant Panoply: Greater Armor (can swap actor to armored version) Elephant Howdahs: Gives Howdahs to war elephants
  10. I haven't created the auras or techs yet, so feel free to give ideas or criticism. The Portraits will eventually need to be replaced. I wish I had the cash to just hire an artist.
  11. Yeah, a little more like their colorful tunics and textiles:
  12. I think to mitigate this effect it should be fixed.
  13. That's okay... I would wait for a couple months before you start developing for A25, so that your mod doesn't continually break because of code changes.
  14. As for the aura problem you have, in DE I give the Gallic Carnys Player this aura: { "type": "range", "radius": 20, "affectedPlayers": ["Enemy"], "affects": ["Unit"], "modifications": [ {"value": "Attack/Melee/RepeatTime", "multiply": 1.1}, {"value": "Attack/Ranged/RepeatTime", "multiply": 1.1}, {"value": "Attack/Capture/Capture", "multiply": 0.9 }, {"value": "UnitMotion/WalkSpeed", "multiply": 0.9} ], "auraName": "Intimidation", "auraDescription": "The Carnyx Player reduces the enemy's attack and capture rates and movement speed -10%.", "overlayIcon": "art/textures/ui/session/auras/broken_sword.png", "rangeOverlay" : { "lineTexture": "outline_border.png", "lineTextureMask": "outline_border_mask.png", "lineThickness": 0.075 } } See line 4: "affectedPlayers"
  15. Honestly, I think they're using the method I mentioned.
  16. I think the top of the body would be the "turret", while the lower body sitting on the horse would be a separate prop attacked to the horse actor. We'd then need logic that limits turret rotation angle.
  17. Speaking of turrets. AOE4 has cav archers that fire while moving.
  18. Thank you, but this doesn't work right. Hmm. Flames should billow out of the front and it should almost work like a ram, melee. If it can be hacked to look good with a ranged attack then we can go with that, but I always envisioned it like a melee attack.
  19. I am attempting to do exactly that, but I am hitting a wall of errors. I asked @Freagarach to assist me with the template.
  20. Alright, the only think I think that's holding them back from official release on mod.io is their Fire Raiser. It throws an error. Once I figure that out, it might be all good to go, unless someone finds another bug.
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