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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. 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.
  3. Can someone make this for me? For the Scythians I am currently working on.
  4. lol, true. Perhaps I can make a graphic to show what's going on and why it's weird. The ultimate fix might require some actor updates (not hard). Right now I'm having fun making Scythian actors for some people on the forum to tear apart.
  5. I think the current "short" one was supposed to actually be the "long" one.
  6. We have f_tunic_short.dae. Can we have f_tunic_long.dae? The men have a long tunic mesh. It would be nice to have a long tunic for females if possible. Thank you. Specifically, I am making Scythian unit actors and I ran into the problem of not having a long tunic variant for the female mesh.
  7. The current CC is super nice though and fits pretty good for the Apadana I think, but that's just my opinion. I wouldn't want the current CC model to disappear entirely, it's so nice. The current Apadana model is pretty much pants, tho.
  8. I think the current Civic Center model should be made the "Apadana" special building, and then a new Civic Center made that's more in line with the others. So, currently the DE Persians use the generic "palace" actor for the civic center, while using the civil_centre actor for the Apadana.
  9. I wonder why this one graphical issue is so pernicious and persistent.
  10. Imho attack should be the default and capture be secondary, but I ignored it disagreed with many times in this subject.
  11. This was neat, but what wasn't clear was what the affects were for each of the "status effects." "1 poison" what does that do? lol They also shouldn't be called "status effects" in the game world. That's too on the nose.
  12. Then let's see them in action. Perhaps make a small mod we can try out.
  13. Shouldn't it be possible to right-click and get info popup for grayed items (items which are not yet available)? EDiT: For red items too, for that matter.
  14. Someone should make a quick n dirty little Command & Conquer mod to showcase this. In fact, it would be useful to eventually release a bunch of little official mods showcasing these types of features.
  15. Create more cliffs of the @LordGood type.
  16. I think it should definitely be fixed though. I think there should be a set of "basement" actors, for lack of a better term ("foundation" is a term already used elsewhere, sadly) of various sizes for each building set that structures can use for this purpose.
  17. In AOM, the terrain change did not change the pathing grid. That is set at the beginning of the match upon load and does not change.
  18. That percentage has been largely arbitrary for years. Honestly.
  19. I think the game should have a Deathmatch mode. I'm just not sure if it should be reminiscent of the Age series Deathmatch or something "unique." I honestly think it should be mostly based on the Age series model with a couple unique flairs. So, I think once you choose Deathmatch you should then be able to choose which Phase everyone starts at. The most popular would probably be "Post-City Phase" with everything auto-researched already. The only difference would be that any paired techs would not be auto-researched yet, the player having to choose which one they want. Since it's Deathmatch, they cost no resources or research time, the player just has to choose. And then resources-wise every player starts out with 40000 of every resource. The name of the game is building up and expanding as fast as possible while pumping out tons of troops for massive battles early on.
  20. Yeah I'd take the current one and just add some stuff around it to pad out the footprint.
  21. Great, but how to use the feature? I suspect the engine code has a lot of features no one knows how to use.
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