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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Total War Arena does a lot of cool @#$% actually, especially the way heroes are featured.
  2. Dear god, please reduce archer firing rate. It's so ridiculous. I can't believe anyone is okay with it.
  3. https://github.com/JustusAvramenko/delenda_est/commit/f094d199f7a19ebee9a4a9fe68d84fc5f7c8e743
  4. Any advice and referencing for Epirote elephants?
  5. The rice paddy is just a replacement for the barley field right? No reason why they can't share icons.
  6. No, entities had the orange glow, while techs had the blue glow.
  7. For techniologies, Delenda Est uses slightly different background glow (bluish): Result:
  8. https://www.smithsonianmag.com/history/philip-macedonia-even-greater-alexander-the-great-180974878/ Philip's palace at Aigai.
  9. (They spend the video up to get around a copyright strike from Trvl channel)
  10. Try opening Atlas again. Perhaps the textures are still loading.
  11. I have a competing request (I'd rather we upgrade wall turrets like we do Sentry Towers and Defense Towers: "Guard House" adds a rooftop and default arrows, "Ballista Emplacement" adds a ballista to the platform, etc. The only current problem is that wallset code can only designate 1 wall tower entity; upgrading the tower to something else doesn't allow it to be a wall endpoint anymore in case you need to rebuild a section of wall to it). But perhaps I can make a separate thread for that.
  12. Also the head shapes could use improvement (1 dome or 2). I agree having male and female elephant templates for each elephant species would be nice. We can implement that easily. If we eventually get realistic herding behavior for herd animals it would be neat to have individuals of varying age/size (deer, wildebeests, gazelles, giraffes, elephants, etc.).
  13. The morphology of the elephant models themselves can definitely be improved for accuracy.
  14. I know this may be controversial, but I think the current SpecificName scheme adds a minor amount of confusion, or at least a better scheme may add some more clarity where currently there is little. So, for example: <GenericName>Gallic Champion</GenericName> <SpecificName>Soliduros</SpecificName> This is actually a Swordsman, along with whatever that means to the game, but you don't know that from the name of the unit. What I would suggest is something like this: <GenericName>Champion Swordsman</GenericName> <SpecificName>Gallic Champion</SpecificName> <EthnicName>Soliduros</EthnicName> In the UI, it would show: Gallic Champion (Champion Swordsman) Likewise: Spartiate Hoplite (Champion Spearman) This now gives you a much better idea what "kind" of unit it is. The <EthnicName> "Spartiátēs" and "Soldurios" would show up elsewhere, likely in the Information viewer. Extended, we could give the player the option of what they want to see in the UI and tooltips.
  15. Hmm. Is the height map a separate entity from the pathfinding grid? If so, it could raise the pathing grid off of the terrain grid (so we don't have to worry about weird terrain morphine effects).
  16. Finally made a quick video to show the weird flipping the snapping feature does to buildings. I noticed too that this is visible in the original posted GIF by @vladislavbelov. The feature is about 90% perfect.
  17. If you look at a bare chested unit, you'd see the body texture as it is now is stretched. Droopy boobies on the dudes for example, and there will be a lot of dude boobies in this mod.
  18. I was also wondering if we want to make some new "base" nude body textures baked from the new meshes.
  19. Yeah, mine are just basically kitbashes from existing textures.
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