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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I get the joke, but the new trees really have transformed the look of the game for the better. Same for the cliffs and other things. Alexander is right here. All of the civs use the same unit classes for the most part. If a civ is "broken" it's usually because of a unit class being broken, which is broken for every faction that has it. Balance all of the unit classes and suddenly you're 80% of the way to good balance. This is true whether we have 6 or 60 civs. Thanks for bringing this up Alex. The hero auras, special buildings, and civ bonuses are the edge cases that can be dealt with on a per case basis. If a civ lacks a certain class of unit and that makes them too weak, then find some historical justification to give them a mercenary or champion of that class (I've done this in Delenda Est with its mercenary camp system) or buff up one of their mainline units to compensate. But like I said, balance the unit classes and all of this just becomes edge cases you can deal with on a case by case basis.
  2. @Alexandermb Not to dog pile on you mang, lol, but can you look at some of the walks? Some of the walk_shield anims swing the shields around almost like they're not there. Same with the archer jog, the bow jiggles around like mad. The wood chopping animation looks to be the original submitted one, not @Enrique's edit/fix of it. Same with the mining animation. The pickaxe could go higher in the air and the arms extend straighter at the beginning and end of the stroke. Just some minor things I've noticed. The syntagma walk, for instance the sarissa pike jiggles and swings around weirdly. These are polish things, to be sure.
  3. Well, it used to work like that, in a bygone era of epic productivity when the game added complete civ sets of artwork every 3-4-month alpha release. Granted, but it would add quite a few civilizations to the mix. I look at the games my son plays, like LoL and others, which have dozens, if not hundreds of different characters to choose from, each with unique and customizable attributes and I don't think a couple dozen civs is all that many for a game of this theme, type, and magnitude. Previous RTSs just had major hardware and software limitations.
  4. It just takes someone to make a decision: "This and this and this are the Wonders we need for these civs, and they are a priority. So, let's get crackin'." Well, isn't that the whole point of "Part II"? lol
  5. Updating the actors with new meshes and textures instead of deleting would be better for all the maps.
  6. I like how alive everything looks. Lots of movement everywhere. What I don't like is how smudged and antialiased everything looks though. Some of that might just stem from video compression, but I also had that niggling when viewing many of the high res screenshots released. I might just have to get used to it.
  7. I was under the impression that the interpretation of stelae is under debate in regards to "painted" helmets.
  8. Partly, I think it's because Empires Ascendant hasn't yet been stripped out of the core mod and made into its own mod. Then it would be relatively simple to create an Empires Besieged official mod to cover "Part II." Depends on how you look at it, because none of them are active anymore. They've "passed it on" to the current keepers of the flame, who are then free to put their own stamp on it. I think you could use the old design as a touchstone when discussions arise, but you aren't bound by it by any means.
  9. "Spear" is for the weapon. When I upgrade spears at the blacksmith, then every unit with a spear is upgraded, not just the "spearman" class. Nescio's patch strips out the weapon classes for unit classes, when before the unit classes were a combination of classes that put the weapon type front and center, e.g. "Spear Infantry," at least in DE.
  10. Oh, "Part II"? Ah, yes, the mythical founders. Better strip out half the game for their sake. They have a generic "Axeman" already, and the Wolf Warrior is champion class.
  11. I might not even bother "fixing" this one, since I disagree with some of it anyway and DE has all its own techs, etc.
  12. I love how the cavalry moves here, how they smoothly and automatically reform a basic formation every time they are moved. @24:18
  13. You did a great job on the new Badlands cliffs! Need ones in that vein that for Savanna, Temperate, Tropic, and Desert. Would be awesome. Maybe eventually someone can use these and code a cliff feature for Atlas. ( MUCH LARGER VERSION: 4K )
  14. Most of my time is spent maintaining the mod against SVN changes rather than improving the mod. lol Mild exaggeration.
  15. <GenericName>Wolf Warrior</GenericName> <SpecificName>Wulfaharjaz</SpecificName>
  16. Or, you know, add Imperial Romans and Germans to the core game.
  17. One of the reasons I never use those bushes in my maps. lol. I use the _sm ones, but not _med or _lrg.
  18. I really like helmet C. It's slightly different from the other Thracian helmets and has that cool plume on top.
  19. lol, pretty much how the current model looks. In DE both the Thebans and Spartans have the Fire Raiser.
  20. That's true, because a basic run is just a faster walk for them. Now, if they are agitated or aggressive, yeah, some ear flapping, some trunk swinging, head movements would be awesome. The game really really needs a "charging" state for that extra pizzazz. I wonder if Fork AD is adding charging.
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