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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. So Early Germans were the quintessential "barbarians" as we currently visualize the term. "Conan the Barbarian" esque.
  2. The elephant UV mapping has been screwed up ever since the mesh/animation update.
  3. Uninstall, delete the installer. Download the installer again, then reinstall. Come back to us then.
  4. Yes. Also, break up the long sides maybe a little bit to add dimension (add beams or insets) ? Would that be permissible @Nescio @Genava55? The edges of the rooflines (where the tiles meet) on the 2 small interior structures could use some dimension. Also, flowers, vines, etc. Maybe a custom decal texture for the interior grounds.
  5. Maybe more decorative? Dunno. It's more realistic than Stonehenge for sure.
  6. That too, but I meant a structures/wonders template folder.
  7. Maybe a task for the future, but perhaps a separate template folder, something like structures/wonders for these civ-less Wonders.
  8. This looks great, but I would scale it down significantly to about 1/3 the current footprint (and scale the doors up accordingly). Yes these structures were incredibly large, but we all have to think about the scale of the game world and scale related to other established structures. As was said, this should definitely go into the game. I could imagine a capture the Wonder game type where a random Wonder of the World is placed at the center of the map and must be captured by the players to win.
  9. Use the full link address and the video will show up in the forum post. https://www.youtube.com/watch?v=iCS9XzC414E
  10. I just kind of see the Wonder as an abstraction rather than a useful structure. But I see what you mean in context of the Public mod.
  11. In DE, Wonders have all the same effects: They increase max pop (aura), and they auto-research the 4th phase: Empire Phase. No real need to make them more special than that. They serve the same purpose for each civ. They aren't super healing centers. 1 or 2 have a special tech there, but that's very very targeted (one moves a normal tech from the basic temple to the wonder, and the other unlocks a special global aura, essentially a civ bonus). I can see making wonders have uniqueness if a civ has more than 1 of them though. For instance, if the Ptolemies could have access to 2 Wonders (Temple of Edfu and Lighthouse of Alexandria; can build only 1), then they'd have unique abilities or something (building a Wonder along the shoreline might be unique enough though).
  12. The way the game uses Wonders makes me pull my hair out, so do whatever. lol The model looks nice. Gauls still getting Sanctuary at Corent?
  13. I wonder why an iron age Irish fort is less problematic than an the English iron age White Horse.
  14. I've only really given much effort to the Scythians so far. Besides unit roster I'm not currently sure how to differentiate the 3 nomad civs yet.
  15. Either that, or the upper ribbon menu needs to be more dynamic (or have a 2nd ribbon for dynamic options). That's more difficult of course. How about this. Normally when you move a unit over another object like a building that unit will turn red, but you can still move that unit over that object in Atlas. This is generally necessary to allow designers to be creative and put together some cool stuff in the editor. But what about a tiny little tooltip could pop up that says "Press and hold 'Alt' to garrison"? That could work. No extra UI work beyond that, except to somehow show what units are garrisoned in that building when it's selected. Also, allowing to ungarrison units if the designer wants. Yeah, needs more thinking. lol
  16. Hmm, I wonder how it would work. A drag n' drop feature? Drag a unit over a garrisonable building with a hotkey (like alt) pressed?
  17. I've noticed that Atlas now puts a <Garrison/> flag in the map XML file for buildings. <Entity uid="1569"> <Template>skirmish/structures/default_civil_centre</Template> <Player>1</Player> <Garrison/> <Position x="690.68207" z="792.24982"/> <Orientation y="2.35621"/> <Actor seed="46682"/> </Entity> How does this work?
  18. An Oikemene mod or something Greek focused that adds all these factions would be pretty cool.
  19. Would you be willing to make one more alteration? I'd want it scaled down a little (with the doors scaled up a little too). Maybe -/+ 15%. It just looks scaled a little too big to be that small stone keep I was looking for, compared to the other Fortresses.
  20. Nah, that would be more for an Amazon mod. (the whole 1 breast thing never made sense to me though, on a practical level) Righteous. Righteous.
  21. Can we take this to the Scythians thread?
  22. Started working directly on the Scythians. Some things I changed about them: I removed the packing from most of their buildings. After months and months of messing around with the concept, it just felt superfluous and annoying. Kept the concept for the Resource Wagons/Storehouse/House, which can all pack into each other. Still don't have territory or territory restrictions. Works well. I'm interested in seeing what people do with that. Their buildings are 1/2 health, cost, and build time. Weakest in the game by far (significantly weaker than Celtic buildings). All subject to playtesting of course. On track with the units (see pic). Definitely need some shields, helmets, hats, and other props modeled (swords, scabbards, Quivers), and some body textures. Need to plan out the look for the heroes and champions. Perhaps our resident experts can help?! Also need to decide on how their Healer Priest should look. Gave them 2 special units for the Civic Center, the Maiden Archer and Maiden Cavalry Archer. Training limit of 40 together, cost only Glory resource. Need a Cult Statue for the Glory resource. Need research. A Wooden horse statue or some kind of other animal? Stag? Currently their Shaman's Tent acts as both Temple and Cult Statue. Haven't tried to make the Falcon scout unit yet. Right now there's a "Falconry" tech, but I want a Falcon unit too. The "Hoplites" on the left in the image are Bosporan Hoplites, trainable by the Scythians in the capturable Mercenary Camps. On the right, Scythian peasants and 2 slaves. Wonder is currently the Uffington White Horse, which is incorrect of course. Was thinking a Royal Kurgan (Burial Mound). Their Fortress will cost the same as other Fortresses, but take half as long to build and have half health like the rest of their buildings. Model by @Stan` I really think these guys should eventually make it into the base game.
  23. Love it. I would say square up the footprint a bit (by 1 window on the long side/door side). Making it more like a "great tower." These will have half the health and build time of normal fortresses.
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