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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Would anyone be willing to try to run the simulation in Atlas and see if it crashes for you? It crashes for me, only in DE, but not EA.
  2. That's okay, everyone can play the Chinese with Terra Magna and Delenda Est instead.
  3. This happens when I attempt to run simulation in Atlas while running Delenda Est. This does not happen with SVN EA: This is the dialog when I choose "Retry" No crashlog.dmp is generated. crashlog.txt interestinglog.html system_info.txt
  4. I keep getting this warning when booting the game, in both EA and DE: WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused' WARNING: Hotkey mapping used invalid key 'unused'
  5. It's a matter of civ design actually. DE's jav cav is Persian Light Cavalry, while EA's is Greek-style Militia Cavalry. Both are attested, it's just DE chooses to go with more ethnic diversity in this case. DE actually keeps the Militia Cavalry as a unit trainable from the Military Colony, while putting the Persian Light Cavalry into the Stable. The Persian Light Cav in DE just use copies of actors from the Persian civ. Copies for future differentiation, as was the original suggestion.
  6. In DE* the Spartan Hoplite gets an "Olympic Champion" upgrade, max of 2, as body guards to the king. Supposedly 2 Olympic champions would flank the king at the front right of the Spartan Phalanx. The Olympic Champions get laurel wreaths on their helmets and the Dodona pattern on their shield. They get extra health and attack, making them an Uber champion, but not quite heroes, similar to the "Silver Shields" upgrade for Macedonian Hypaspists in DE*. *I say this a lot because most things I would suggest I would have already put into my mod, so the mod becomes an easy example in discussions like these. If inclined, folks can go straight to the mod and test out exactly what I am suggesting.
  7. Oh, those are Citizen Cavalry from the Syrian Tetrapolis. In DE the Seleucids have Persian Light Cavalry as well. EA doesn't?
  8. Definitely need more Persian helmets and headgear models.
  9. Sorry, I meant the interface in the top left. It looks like the overlay in the bottom right is superfluous? I'm not sure if the info they portray overlaps. Just saying I like the stuff in the upper left. Please excuse me if it's already been committed. I haven't run in spec mode for a long while.
  10. That spec mod should just be folded into the core game repo. @Stan` @Freagarach @Angen
  11. I appreciate the lower amount of light customization.
  12. The jav cav represent the Persian cavalry contingent of the Seleucid army. Persia was a significant contributor to Seleucid cavalry arm. The Agema cavalry as well as Hetairoi would eventually be comprised primarily of Hellenized Persians. Additionally, they provided national contingents of light cavalry, which is why the jav cav are Persian horse cavalry in-game.
  13. The way DE does it is with Hero selection. For instance with Sparta, if you choose Leonidas you get hoplite units, while if you choose Cleomenes III (who reformed the Spartan army to counter the Antigonid Macedonians) you get phalangite units. Heroes are more integral to the game in DE though.
  14. A monumental fortress would be an awesome Wonder for the Lusitanians.
  15. Perhaps backward normals or just plain old missing faces.
  16. I like your work, but I think you need to try your hand at making their building shapes look similar to the shapes used by other civs.
  17. Agreed. Though an initial iteration could be based on gather rates and such, while a later iteration could be based on strategy and tactics.
  18. Perhaps someone can make a "Very Very Easy" mod. There should also be an "Insane" difficulty level.
  19. Indeed, I always felt the log was way too big and the way the men carried it looked awkward/unrealistic. But the overall theory is sound, I believe. EDIT: There are also alternative designs we can look into. Much like how different civs have different "tiers" of catapults, different civs can have different tiers of battering rams. Some civs start out with Hand Rams ("dudes carrying a log"), which are tier 1, and then they can upgrade to tier 2, which looks like this: Some civs (Romans, Greeks, Carthage) start at tier 2 (examples above^), and then upgrade to tier 3 (examples below): Their exact look can be determined later. (I've always felt that the rams need their looks updated, siege towers too, but they are a different thread).
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