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Everything posted by wowgetoffyourcellphone
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Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Thanks to @Alexandermb and @wackyserious for their awesome work. Above are the Imperial Roman infantry units so far. -
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On the contrary, that was one of the chief ways of taking down a war elephant. They used to use axes and chop at the elephant's legs and hamstrings.
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I think the Asian elephant is too small, yes. Should only be 2 or 3 hands shorter than the African Bush elephant. We can also justify it by saying they used the biggest and strongest elephants for war.
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Greek Shield Factory
wowgetoffyourcellphone replied to Stan`'s topic in Eyecandy, custom projects and misc.
Straighter, at an angle. Not curved. The curved makes it look feminine, like Aphrodite. Example: -
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Could we scale them up in-game? They seem a little small to me. That way we could do cool things like have 2 or 3 dudes in a howdah.
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Greek Shield Factory
wowgetoffyourcellphone replied to Stan`'s topic in Eyecandy, custom projects and misc.
The headband should be more like the original. It's a diadem, worn by kings and paupers alike, though on coins indicated royalty. -
Crowd-Sourced Civ: Seleucids
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
Honestly, I think these could serve as mercenary archers for the Romans. -
Crowd-Sourced Civ: Seleucids
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
For DE, I have adopted your naming scheme in that diff, more or less. -
==[TASK]== Samnite/Italiote Skins
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
The guy in the middle (1): Would call him "White Linen Warrior" or "Linen Regiment" "White Champion" or "Chosen Warrior" or something like that. -
==[TASK]== Samnite/Italiote Skins
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
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Can I request that the old Samnite/Italiote textures be remade in the new, much better style? It seems the belt was a sign of manhood, so is an important distinguishing aspect of the texture.
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Crowd-Sourced Civ: Seleucids
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
I agree. Pretty much the only archers to use shields would be any of the Cretan variants (Neo-Cretan Archers, Cretan Archers, Cretan Mercenary Archers, Cretan Settler Archers, whatever). -
Crowd-Sourced Civ: Seleucids
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
Probably not. lol I'm thinking uncrested Hellenistic Thracian helmets (for Neocretan settler archers). Perhaps the Persian conical helmet or some kind of Hellenistic-Persian hybrid helmet for native "Syrian" archers? -
I think it would be nice to have an assortment of smaller round shields for Cretan Archers and basic Javelin dudes and such. Right now, the standard Mace pelte shields are angled too far backward to use for any unit except pikemen. Below: On the left, I have attempted to use the basic pikeman pelte shield model for Theban skirmishers, but there is bad clipping. On the right, Cretan Archers with ugly outdated bucklers. Would be great to have some generic small and medium shields, player color, wood, and bronze, and then those same shields with basic round bosses. The medium ones could have variants with short spinas/vertical bosses for cavalry units (Tarantine, etc.). This would also be a great time to update the Roman and Iberian cavalry shields and bucklers. Then it would be great to have some specifically Cretan Archer patterned shields as well for the buckler sized model:
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Wonder: Colossus of Rhodes
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
I think left (8 sided), but tall like the right one. @Stan` How does this look? -
Crowd-Sourced Civ: Seleucids
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
Most definitely, the core team should look to DE for some inspiration. "Royal Stables" and such things would be very cool. -
Crowd-Sourced Civ: Seleucids
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
I think this is up for some debate, since silver has more status than gold in Hellenistic times and the "Bronze Shields" was a smaller regiment than the "Gold Shields" circumstantially insinuating more "status." It's all very jumbled from what we moderns would think. I am not sure about the relative "worth" of each metal in ancient times. The ancients could very well view the different metals differently than we do, possibly based upon rarity (maybe silver was harder to mine than gold in ancient times). I've read scant evidence regarding precious stones too. It's probable that gold was indeed more "rare" than silver even in ancient times, but the "status" came from Alexander's initial use of silver to gild his Hypaspists in India. Silver, being more abundant, was better to use in a bulk application such as coinage and shield gilding. -
In DE there are 3 variations of this unit: The Hellenistic Heavy Swordsman (mercenary swordsman trained from the Hellenistic Mercenary Camp) Mix between chain and linothorakes The Macedonian Thorakites (champion swordsman available at the Fortress in Phase IV) No chain, only composite linothorakes The Seleucid Romanized Heavy Swordsman (champion swordsman available at the Fortress in Phase VI; I removed the "Reforms" tech choice so now the Seleucids can train all 4 champs-2 in City and 2 in Empire phase) All chain armor, the 3 variants posted above
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1. Here is the standard background I use: 2. Taking a screenshot of the unit in Atlas with the "Big Screenshot" option, it looks like this (note, I use a custom scenario map with a bright ground texture for ease of cutting in Photoshop) 3. A. I cut the unit out of the background, B. copy the unit into a 2nd layer (this is important), C. resize it to 256x256, D. then add the background texture at the top of this tutorial. E. From there I adjust the Layer Styles (effects) of each of the unit layers to give the final product. This is what the file looks like for me: 4. These are the layer settings I use. First, to get that nice brownish background glow (THIS IS WHAT IS MISSING FROM MANY OF THE NEWER PORTRAITS IN THE GAME): 5. Here, I create the drop shadow effect: 6. Sometimes I add a subtle Bevel and Emboss to help the unit stand out a bit from the background. THIS IS SUBTLE, and usually used on a unit with dark edges, like dark hair or a dark horse. Sometimes I don't even use it. As an example, I used this effect to make the Balearic Slinger's head stand out a bit more, otherwise it would have blended into the drop shadow. 5. Here is the final product: Further Examples: unit_portrait.psd
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Portrait icon color. Tuto request.
wowgetoffyourcellphone replied to fatherbushido's topic in Art Development
1. Here is the standard background I use: 2. Taking a screenshot of the unit in Atlas with the "Big Screenshot" option, it looks like this (note, I use a custom scenario map with a bright ground texture for ease of cutting in Photoshop) 3. A. I cut the unit out of the background, B. copy the unit into a 2nd layer (this is important), C. resize it to 256x256, D. then add the background texture at the top of this tutorial. E. From there I adjust the Layer Styles (effects) of each of the unit layers to give the final product. This is what the file looks like for me: 4. These are the layer settings I use. First, to get that nice brownish background glow (THIS IS WHAT IS MISSING FROM MANY OF THE NEWER PORTRAITS IN THE GAME): 5. Here, I create the drop shadow effect: 6. Sometimes I add a subtle Bevel and Emboss to help the unit stand out a bit from the background. THIS IS SUBTLE, and usually used on a unit with dark edges, like dark hair or a dark horse. Sometimes I don't even use it. As an example, I used this effect to make the Balearic Slinger's head stand out a bit more, otherwise it would have blended into the drop shadow. 5. Here is the final product:
