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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. The UV mapping for the pikeman shields could be rotated about 80 degrees clockwise. It's always bothered me. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Started a new skirmish map: Palmyra.
  2. Part of the problem too is that texture artists have been straying from the established formula and using saturated colors for the diffuse texture and not neutrals. Another problem is that truly units don't need 10 textures for every unit and rank. For proper visual randomization you really only need about a maximum of 4 variations (see many of the house sets), and even those should be relatively similar (don't mix linen armor variants with bronze armor variants, etc.).
  3. My point was that you could use less color if the saturation is turned up!
  4. Making so many shades or tones of the same player color #1 reduces the effectiveness of player color (I thought player color should be obvious), and #2 adds visual confusion (now it's all pureed and blended like a smoothy). If, as I'd prefer, player color was strong and vibrant (like in DE), but used selectively, then you don't get some mass of vague player color, you get visual clarity.
  5. Well, obviously if both templates are using the same Gallic actor then that actor would probably best be situated in the /gauls folder. But if it's an actor used exclusively for the Carthaginians I'm not sure if it doesn't make more sense to keep it in the Carthaginians folder. If we say that actors should go into the folder of their ethnicity (I don't necessarily disagree), then you might need more folders. Doesn't seem like a simplification to me. Again, I don't care much, but it seems like a change for sake of change and not some tangible improvement.
  6. I have a mercenary folder for the units trained only from the merc camps, yeah.
  7. The way people are putting their mods on Github makes it difficult to clone them. I have to go one step higher to clone it to desktop, but then the mod doesn't show in the list. @Bigtiger, the mod's contents should be in the top level, along with mod.json, etc. The license and readme can go with the mod contents no problem. Also, should be "dependencies": ["0ad>=0.0.23"], so the mod can be used with development version of the game.
  8. I guess I don't care either way. I mean, your reasoning is pretty thin (they are units trained by the Carthaginian faction after all; should there be a folder for every single ethnicity found in the game? Maybe, maybe not), but doesn't really affect me much.
  9. Units may be hard to distinguish because of the mosh pit combat of the game (please add battalions: BfME2), but I never really have a hard time distinguishing my units from the AI's in Delenda Est, mostly because you see one side attacking another side and there are a large number of ranged units standing afar from the mosh pit showing you a battle line and direction of attack. Also, if an enemy building is being attacked, it is likely not the enemy's units attacking it (pretty obvious). DE's more saturated player colors also help do the trick. It just seems more consistent to me to make fabric items player color, but not armor. Armor should be clear that it's armor and not just a player color shirt. That's why I would rather not have player color on helmets or head gear unless they are the decorative elements like plumes or crests. Bronze and Iron and other metals should look metal. If you are depicting a linothorax, then it is visually lost if it is covered in player color. The colors of the jackets and tunics of the Persian archer Wack posted aren't against what I just said since it's all cloth, but it would be nice that something (the kidaris hats) aren't player color too, for one thing so the units don't blend together in a sea of silky sherbet.
  10. WHY DO WE ALWAYS FIGHT ABOUT THIS. JUST INCREASE THE SATURATION OF THE PLAYER COLOR LIKE IN DELENDA EST. KEEP A CONSISTENT PLAYER COLOR SCHEME ON ALL THE UNIT TEXTURES. GAWWWWDUH.
  11. The lack of communication seems more pronounced now since it's 10 months between alpha releases.
  12. According to the documentary film 300, he did and lost anyway!
  13. In ancient times, you didn't have to hold formation in battle, as it was useless. In ancient times, slinger soldiers were actually mini-onagers. True fact.
  14. In ancient times, banging a hammer against the ground causes mature wheat and barley to swiftly sprout. Prospolemon! In ancient times, valuable ore and precious metals were to be found in big rocks laying on the surface of the ground. In ancient times, when a tree was chopped down for wood it vanished entirely.
  15. This works. Is there a way to remove Glory from both trading and bartering?
  16. Ideally so that other mods in the future can have the maximum amount of control over any new resources they add to the game, I think the core game should allow the resource files to have flags for "trade": true and "barter": false, "tribute": etc. Basically what you suggested. That's so DE (and other mods) don't have to maintain custom variations of core javascript files.
  17. Added the coin resource to Delenda Est. Lots of changes need to be made (like tech costs and stuff), but it's in. I wish the game had a "coin purse" sound effect (when selecting coin treasures or sending tribute notification). I'll be making Blacksmith techs heavy in metal costs. I'm mulling simplifying techs at the Blacksmith too, but that's an aside. Coin will be used to buy slaves, hire mercenaries, and pay your Champions. You acquire coin through trade/barter, finding coin treasures, and taxing your villagers and merchants. Taxes can be increased or decreased, which also has a slight inverse effect on gathering rates. Right now I do it with tech pairs at the Civic Center, but it would be cool to implement some kind of slider in the far future. I converted the old "Persian" metal treasures to coin treasures, since they represent finished goods, wares, etc. Then made a new "iron weapons" actor to replace the "Persian wares" actors as the metal treasures: Metal treasures have the Anvil portrait now. Pegasus and the Golden Fleece have been converted to Glory treasures now, instead of metal.
  18. Got it working after a lot of fixing of the mod. lol. It's pretty neat. You need Delenda Est as a dependency.
  19. My guess is that Civic Centers are just being randomly assigned their names. Given one can play as Britons on a jungle or desert map...
  20. I'm getting hard crashes, sometimes just cuts to desktop with no error codes. Here's something I'm getting: Assertion failed: "0 && (L"FYI: WARN_IF_FALSE reports that a function failed. Feel free to ignore or suppress this warning.")" Location: wdbg_sym.cpp:91 (InitDbghelp) Call stack: While generating an error report, we encountered a second problem. Please be sure to report both this and the subsequent error messages. errno = 12 (Not enough memory) OS error = 8 (Not enough memory resources are available to process this command.) I have 16 GB of system memory and a GeForce GTX 1060.
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