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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. It would be awesome of the new temperate cliffs used the same method of positioning as LordGood's. They are much much easier to place in Atlas. Also, @LordGood's cliffs being double sided allows for some more variation (via rotation). Possible @Bigtiger?
  2. Not in my mod. Lol Thing is with those, you're making them colored for "accuracy" right? Well, on the stelae and mosaics they are blue and red, not orange, cyan, or any other player color.
  3. It would be nice to have some white stripe variants of the crests as well. Probably for heroes so they stand out.
  4. Moving the current "hawk" to Golden Eagle and making a new hawk would be nice too.
  5. Ehhh, maybe not. Remember the Skirmish maps are supposed to allow certain "scenario" type elements too. So, a designer can make a Skirmish map where each player starts with 20 soldiers or something like that.
  6. I'll defer to your first hand experience. Suggestion: Maybe make the end target of the pickax a little off the ground (visualizing a rock model being there)?
  7. Can't players already do this with random maps? Skirmish maps were a nice compromise between the hand crafted nature of scenario maps, with the customization of random maps. Similar to the maps in Starcraft.
  8. Can we find some Hun references/iconography for their civ emblem?
  9. Looks better, but I think the hands would come together as the axe reached the zenith of the swing. So as the axe reaches the vertical axis, the hands would slide together for maximum fulcrum force on the down swing. (The right hand would slide down the shaft to meet the left hand, which is stationary on the shaft). Mime out the motion and see if what I'm saying makes sense.
  10. Yes, exactly. In short: SkirmishReplacements for skirmish maps StartEntities for random maps These are separated because random maps and skirmish maps use different methods of placing the starting units. Skirmish maps can have as many of these skirmishreplacement units as you want to place in them. But yes, it seems the standard is 4 women, 2 ranged dudes, 2 melee dudes, 1 cav, and 1 special unit if applicable, because that is the random map standard. You don't have to make it that way in your mod though. You could have players start with 10 women (or Citizens as in Delenda Est) and no military units if you wanted. You'd have to go through each skirmish map and do this by hand in Atlas though, but would be worth it to differentiate your mod if that's what you wanted to do. To make this happen in Random maps, you'd adjust the StartEntities section in the civ jsons.
  11. I took the liberty of uploading this some time ago for Enrique when he first started the animation redux.
  12. Right, I thought they were the first to develop the rotary mill or something like that. Same justification for allowing them to build the blacksmith 1 phase earlier.
  13. Some kind of alien lifeform masquerading as a bush, but not quite convincing enough. lol
  14. Nice man! I can't wait for plume! Will look nice on thureophoroi type Hellenistic units.
  15. 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.
  16. @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.
  17. 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.
  18. 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
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