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Everything posted by wowgetoffyourcellphone
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Updating the actors with new meshes and textures instead of deleting would be better for all the maps.
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Very Large 4K (Link)
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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.
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===[COMMITTED]=== Hellenic Helmets
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
I was under the impression that the interpretation of stelae is under debate in regards to "painted" helmets. -
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.
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Breaking Changes following 22379
wowgetoffyourcellphone replied to Stan`'s topic in Announcements / News
"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. -
Breaking Changes following 22379
wowgetoffyourcellphone replied to Stan`'s topic in Announcements / News
I might not even bother "fixing" this one, since I disagree with some of it anyway and DE has all its own techs, etc. -
I love how the cavalry moves here, how they smoothly and automatically reform a basic formation every time they are moved. @24:18
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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 )
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Breaking Changes following 22379
wowgetoffyourcellphone replied to Stan`'s topic in Announcements / News
Most of my time is spent maintaining the mod against SVN changes rather than improving the mod. lol Mild exaggeration. -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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One of the reasons I never use those bushes in my maps. lol. I use the _sm ones, but not _med or _lrg.
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===[COMMITTED]=== Hellenic Helmets
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
I really like helmet C. It's slightly different from the other Thracian helmets and has that cool plume on top. -
And AO maps
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===[COMMITTED]=== Hellenic Helmets
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
The holy grail: -
Extra units references
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Tutorials, references and art help
lol, pretty much how the current model looks. In DE both the Thebans and Spartans have the Fire Raiser. -
===[COMMITTED]=== Animations
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
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. -
===[COMMITTED]=== Animations
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
You have video references for elephants running? Or is it more about the head movements and ears flapping? As far as I know, the stride of an elephant doesn't change depending upon speed, but I can see though the elephant's head and tail looking more agitated and aggressive for sure! -
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Creating The Bronze Age mod
wowgetoffyourcellphone replied to Sebastián Gómez's topic in Game Modification
The only reason the Army Camp had to disable TerritoryInfluence is because it had inherited TerritoryInfluence from its parent template (template_structure_special). But if your templates don't include TerritoryInfluence at all (if template_structure_special never had it enabled), then TerritoryInfluence won't ever be enabled and won't need to be disabled.- 118 replies
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