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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I don't think it's an art issue, though it's possible they can have some non-art insight into things. It's definitely a tech/sim issue. So... @elexis @Freagarach
  2. Right, the files are okay, but if I'm playing as another civ and I capture an IMP civic center, then I get that reqs iterative error. It's very very strange and I'm stumped.
  3. I never got that error, but yeah, A24 should be good. I would suggest that you also install the SVN version of the game, that way you can play the latest Delenda Est from here: Github: Delenda Est
  4. I have narrowed it down to these techs for the Imperial Romans (because if I delete pair_city_cohorts from the production queue there is no error). Any ideas? romans_imperial/pair_city_cohorts: { "genericName": "Urban Cohorts vs. City Watch Corps", "top": "romans_imperial/unlock_urban_cohort", "bottom": "romans_imperial/health_regen_structures" } romans_imperial/unlock_urban_cohort: { "pair": "romans_imperial/pair_city_cohorts", "genericName": "Urban Cohorts", "specificName": { "imp": "Cohortes Urbanae" }, "description": "The cohortes urbanae (Latin, meaning urban cohorts) of ancient Rome were created by Augustus to counterbalance the enormous power of the Praetorian Guard in the city of Rome and serve as a police force. They were led by the urban prefect.", "cost": { "food": 300, "glory": 300 }, "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "imp" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "armor_cuirass_empire.png", "researchTime": 30, "tooltip": "Unlock the ability to train Roman Legionaries at the Civic Center.", "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } romans_imperial/health_regen_structures: { "pair": "romans_imperial/pair_city_cohorts", "genericName": "City Watch Corps", "specificName": { "imp": "Cohortes Vigilum" }, "description": "The Cohortes Vigilum were the night watchmen, fire fighters, and police force in ancient Rome and in other large Roman cities.", "cost": { "food": 300, "wood": 200 }, "requirements": { "all": [{ "tech": "phase_city" }, { "civ": "imp" }] }, "requirementsTooltip": "Unlocked in City Phase.", "icon": "sentries.png", "researchTime": 40, "tooltip": "Structures +1 health regeneration per second when damaged.", "modifications": [{ "value": "Health/RegenRate", "add": 1 }], "affects": ["Structure"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" }
  5. It could be as simple as having 5 garrison slots, the "seller" slot being the first one that gets garrisoned and the "buyers" being the next 4 slots. They'd fill up the slots sequentially.
  6. In both Empires Ascendant and Delenda Est, neither the phalanx or syntagma formations show the correct animations.
  7. I did too at first, but I got used to it quickly. Funny how it elicits such an effect.
  8. So, since I added the coin resource, I've been trying to think of ways to "gather" it and came up with Market Vendors. Building a Market unlocks Market Vendors that you can build and trickle Coin resource. Eventually, I'd like to have units "gather" coin at the vendors by tasking citizens to the Vendor stalls. Need some animations for that to work though. For now, they just trickle the resource for you. I will adjust the "Market Taxes" tech to boost the trickle for the Vendor stalls. Eventually, it would be nice to have civ specific models, but for now they are generic. I want cities in DE to look lively and lived in. I think these go some way toward achieving that.
  9. I hate this aspect of the AI (I also hate the way capturing in general is setup). All of a sudden, the AI will delete 20 houses all at the same time, and no human player would do that (or at least their attention would likely be elsewhere). It also robs the human player of the hard-earned benefit of capturing those buildings. I honestly think it all needs to be rethought. Truly.
  10. Is this because of the trajectory/gravity adding force to the projectile? While the height bonus cannot currently be implemented (on hills or elevations), the wall attack bonus can certainly be implemented right now.
  11. Does the tile option need to have such thick lines? Weird.
  12. This could just be a "campaign" for the core game, but there's no one on the team to make such a decision as far as we know. EDIT: But really, all the game needs is ONE campaign and the code to support it. That will allow modders and players to make their own campaigns, which can become their own mod.io downloads. All the core team needs to do is decide which campaign they want to do.
  13. Can you make a couple variations of this Carthaginian shield? Where the dolphins and palm tree are white and the background is player color (elite spearman). And then one where the background is white and the dolphins-tree are player color (sacred band champs).
  14. Much better. Yeah, the silver and other metal base colors looked very muddy before. They look way better now.
  15. Right now in DE, I have a tech for "Parthian Shot" that makes the cavalry archers "kite" enemies by giving them a minimum range. It's the best I could do with the game as it is.
  16. I suppose meats were weighed or counted or something? It's all an abstraction. How many woods does it take to build a house?
  17. I think the bronze (usually the rim) colors are looking too red and don't match the helmet colors.
  18. Nice. This one might be a good design. Uniquely round compared to other temples.
  19. The only thing that looks like Genava's objection is the temple, IMHO. But it's difficult to imagine a Dacian/Thracian temple without good references, so it's very easy to latch onto the first decent reference we acquire, which in this case had some Hellenic influence. The Civic Center is interesting. Looks a lot like something from AOE3. Barracks I think the back part needs to be 2 stories, currently looking too diminutive. I think the rooflines need more pizzazz, specifically the seams between the different roof planes. It's a decent direction, just needs fleshed out.
  20. Different genders (actors) for same template, which means only one set of stats. But yeah, DE now has differently gendered villagers with the properly gendered voice files.
  21. 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.
  22. 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)
  23. It would be great to have the Boeotian shield in the game, even if a bit anachronistic.
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