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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Got them to work right in DE. Units still spin around at the end of a move though. And sometimes while walking the units will randomly snap to their "regular" walking animation and then back into the "formation" walking animation.
  2. Actually no. As mentioned before, many of the soldiers don't always use the right animation in the formation based on their position (all special formations), soldiers spin around real fast at the end of a move, syntagma doesn't maintain the hedge hog look when idle (but the testudo and phalanx do).
  3. The syntagma animations don't act as they should sometimes. Also, when idle it would be nice if they maintained that "syntagma" animation.
  4. Yeah, try the exact same design, but with thatch roof. Let's see how it looks.
  5. That would be a nice feature for the base game, definitely. Don't just leave it for a mod!
  6. I am not Sundiata, but I do remember reading a passage about the Kushites using a mixed formation of troops, each with his own weapon, including swords, spears, and pikes.
  7. Looks way better. Can you straighten their left arms a bit?
  8. Suebians = Early Germans representation (think: Teutoburg Forest era, 1st century BC-2nd century AD) All thatched roofs We can use these as a basis for a Vanilla-compatible version of the Germans (as Sundiata mentions, Cimbri War era, 2nd century BC), but Delenda Est's version will be Suebians and don't have to conform to Vanilla norms. Lighter Cavalry, lighter armor, emphasis on melee combat Goths = Late Germans (migration period, Western settlement, Hunnic Wars, 3rd to 6th century) representation Visigoths and Ostrogoths, either a split at the beginning (similar in style to Hyrule Conquest) or at City Phase (like AOM). More shingle roofs. More use of stone. Heavier Cavalry, More Armor, More Archery
  9. Can anyone check out the civ select code in DE for me? Got a new error: ERROR: JavaScript error: gui/civsel/civsel.js line 203 TypeError: Engine.PopGuiPageCB is not a function returnCiv@gui/civsel/civsel.js:203:1 __eventhandler97 (press)@__internal(6) press:0:1
  10. Also can you make the doorways larger. I'm thinking of ingame scale.
  11. I put movie quotes in my empty .DELETED files. Lol
  12. In front of the CC can there be a footpath to the door and maybe some posts or statues or something to fill out a square footprint? CC can also have baskets and other items. Great Hall can have a stack of weapons and shields outside the doorway and along the sides.
  13. The twisted sandwich bag wrist looks weirder than just using the old "unrealistic" wrist position.
  14. Old: Could be better, but is in a more or less good angle. New: Spear at a weird angle for some reason. No one would stand there like this. Old: You can see the left arm is straighter and the right arm is bent more. I also don't see what you mean by the wrist needing to twist. This pose looks dynamic, ready for action. New: You see the bow is brought in closer to the crotch. Both arms are bent now and the bow made more horizontal. A less dynamic pose, hesitant.
  15. I'd put at least a 1 pixel black stroke around the numerals. It would also be nice if the numerals were a separate texture that could be overlaid on the tech portrait by the ui. Perhaps by a new line in the tech files.
  16. One is the current model, and the other is the original Spartan civic center model. As it is a quite nicely done model, it'd be great if it was kept in the game. Probably best to rename the actor to civic_center_2 or something instead of civic_centre.
  17. I have suggested previously that we should rebase the game to use Civic Center exclusively throughout, down to the AI and actors and templates, et al.
  18. swordsman/attack_melee_shield_a and swordsman/attack_melee_shield_b are identical as far as I can tell. Both are stabbing motions. I think _a needs to be a hacking motion like attack_melee_shieldsmall_a.
  19. Yeah. Old on the left, new on the right. You can see that the new ones are better artistically, but I would say a lot of the old ones are more "readable" than the newer ones. I think the new ones are largely an improvement, but I think many of them could be tweaked to be better from a gameplay camera viewpoint. Part of the problem I think is that the new ones are also 512x512 which get antialiased quite a bit when zoomed out and the details get lost.
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