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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Right, I was talking about this one (for maybe the Thebans; I'd give it to the Sacred Band in DE or the Thespian champion) , but having the figure 8 shields would be awesome too. Imagine an Achilles cheat unit or Mycenaean civ.
  2. This is the "Thracian" structure texture I made some time ago. Looks like the artists hated it for some reason and made their own. Perhaps for Dacians or Illyrians instead? (with some tweaks; different shields of course, or just use prop points and shield props instead)
  3. It would be great to have the Boeotian shield in the game, even if a bit anachronistic.
  4. They look very nice. And thanks for finding a ref for the pikeman.
  5. Point is, it creates a floating effect.
  6. Make sure to turn off shadow casting for the grass sprites. Otherwise the shadows ruin the fading effect at the bottom.
  7. I have gpu skinning enabled, but elephants look fine. If you need the blend file, perhaps @Enrique has them.
  8. Can I ask for a small audio extension? If multiple phenotypes are selected, then their sunds play for each phenotype. For instance, a mixed group of men and women currently just pick one of the genders to play as their acknowledgement sounds (selected, tasked to move or chop, etc.), but it would be nice to hear both the man and woman sounds.
  9. Got it to work, thanks! <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_support_citizen"> <Identity> <Civ>theb</Civ> <Lang>greek</Lang> <SpecificName>Polites Thēbaios</SpecificName> <GenericName>Theban Citizen</GenericName> <Icon>units/athen_support_citizen.png</Icon> <SelectionGroupName>units/{civ}_support_citizen</SelectionGroupName> </Identity> <VisualActor> <Actor>units/athenians/{phenotype}_citizen.xml</Actor> </VisualActor> </Entity>
  10. No, it's because I have GPU skinning enabled. It's probable that those vertices have something wrong with them in the mesh that is masked otherwise. This also happened with the gastraphetes, but was eventually fixed after I complained for 6 months.
  11. Let's fix the ships that are there. ] @Alexandermb @Stan` @LordGood
  12. Okay, have fun! It's yours now. I updated some stuff 3 hours ago. No idea what you need to do.
  13. Here's what I have: template_unit_support_citizen And then I have units/athen_support_citizen: It doesn't work.
  14. In DE, originally all the Greek civs received the Oracle of Delphi technology, but then I realized Thebans weren't different enough from the others so I gave it to them exclusively and tried to make it "fit" for them. I can easily change it to your suggestion. Thanks! Would you be willing to give proper SpecificNames for the units?
  15. I know many would disagree, but I would see no problem with the core game having 20+ civs. To me, they're like how some games have 50+ characters to choose from, each with minor differences and even classes of play that compliment each other. But I'm also okay with core game just sticking with what it has and then releasing official "Faction mods." But then you have a problem with players not having the right factions installed. Imagine player 1 having mod civs A, B, and K, while his opponent has B, C, and M civs installed. Wouldn't this make them incompatible to play a match? Eventually, you'll probably just want to fold all the civs into the core game to get around this, or build in some kind of logic in the UI that'll gray out the civ that's incompatible with either player. Alright then. Sorry to bother you.
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