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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. For Suebians, I think what we can do is the Chief's retainers won't have any armor, but they should have some kind of simple helmet at least. The hero units should definitely have some kind of armor, even if a simple leather corselet. No other units would have armor. For Goths, we can go back to the incremental increase in armor per rank like the other civs.
  2. These look great. No criticism. Looks awesome. Looks kind of like a barracks, but I think for the barracks the "fence" would be a pointy palisade. I think the footpath from the door can be a nice decal.
  3. Helmet I like, but the Parthian/Sassanid/Byzantine horse armor, no bueno. The current armor is already perfect. Perhaps needs a bronze chamfron and a better plume for the horse's head. The Persians in general definitely need update helmets and shields. Great that you're bringing them up. Though, I would like some plume variants for the Hellenistic helmets (Thracian helmets specifically).
  4. I actually have no qualms against giving the Skiritai spears. In fact! I'll do that in DE now! But for real, you said it yourself: the sword was a secondary weapon for the Hellenic cultures. Yep, I believe Thracian units under the Macedonians routed a small Roman force in the days before Pydna.
  5. When automatically walking back and forth between resource and dropsite, they'd have a standard speed.
  6. I have proposed a "shuttle speed" for the benefit of vanilla many times. Luckily in DE, this is not an issue.
  7. It's been a while since I played vanilla in earnest, so I assumed Macedonians also got the Royal Stoa and Thorakites, but I guess I was wrong. In either case, there really isn't any historical justification as far as I know. The Macedonians should actually get the Black Cloaks, not the Athenians.
  8. Do you want to just reuse the Spartan actors for now?
  9. I was tempted to move these to the merc camp, but the Ptolemies already have a ton of mercs in DE. lol
  10. 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.
  11. 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).
  12. The syntagma animations don't act as they should sometimes. Also, when idle it would be nice if they maintained that "syntagma" animation.
  13. Yeah, try the exact same design, but with thatch roof. Let's see how it looks.
  14. That would be a nice feature for the base game, definitely. Don't just leave it for a mod!
  15. 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.
  16. Looks way better. Can you straighten their left arms a bit?
  17. 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
  18. 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
  19. Also can you make the doorways larger. I'm thinking of ingame scale.
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