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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. This is pretty cool, but definitely Hellenistic. If the game had "Officer" units, it could definitely go on such a unit for Seleucids and Ptolemies. Perhaps one of their heroes. That would be great.
  2. Yeah, the Successor states and Romans seemed to enjoy adding extra muscles to the muscled cuirass.
  3. Nah. Super dull and uninteresting to look at. We don't have reflection maps and shine maps and all that stuff, so you have to use some skill to bake that kind of thing into the texture.
  4. Keep in mind, currently Citizens are trained at the Civic Center, with a Civic Festival tech that unlocks them at the House. Slaves are trained from Storehouses and Farmsteads after a Market is built. Any new systems for the non-slavery civs can abandon or amend this system.
  5. Slave Civs: Athenians Carthaginians Egyptians [Ptolemies] Epirotes Kushites Macedonians Romans [Principates] Romans [Republicans] Seleucids Spartans I use a slightly modified Slavery system here, where the Slaves are called Helots and all of the "Citizens" are Female Citizens. Thebans Non-Slave Civs: Britons Artisans/Nobles? Chinese [Han] Just have Peasants, basically the classic "Villager" unit, with no dichotomy? Gauls Artisans/Nobles? Iberians Artisans/Nobles? Indians [Mauryans] Some kind of caste system? Persians [Achaemenids] Not sure.
  6. So, I have created Citizens for every civ [thanks to @stanislas69 I have made them randomize between Male and Female, Age of Empires-style]. I have also a Slave dynamic. Originally, they were only trained by the Principate Romans, but I have extended the Slave dynamic to all civs. So, now all civs have a gatherer civilian unit ["Slave"] and a builder/empowerer unit ["Citizen"]. Citizen Trained at the Civic Center and at Houses after researching Civic Festival. Cost: 50 food, 1 pop Slave Trained at Storehouses and Farmsteads after building a Market. Cost: 25 food, 25 metal, 1 pop BUT I am cognizant that not all civs used slavery extensively. Some, like the Han Chinese, had slaves, but they were a very small percentage of the population [1%-2%]. While some others, like the Athenians, had a huge slave population that may have exceeded 40%. I have not read about Iberians having slaves, but perhaps they did. While Celts definitely had slaves, but like the Han they were a much smaller percentage of the population than the Greeks or Romans or Carthaginians had. So, I have to come up with some tweaks for some of the civs to give them some authenticity. Perhaps some kind of Peasant/Noble system parallel to the Slave/Citizen system.
  7. Thanks! I wonder which maps you tried. I suggest sticking to Skirmish maps, since I have no idea how to add a lot of the features [like special starting structures] to random maps. @mimo has made some tweaks to the AI in the past in order to better support mods. I certainly don't expect him to do much more than that of course. But some time ago I asked him about supporting things like Farmlands and he was somewhat receptive, even if suggesting that it would have to wait until beta or later, which I am fine with. The best civ for AI Glory gathering is the Han, because they have a reuirement to build X number of statues to get to the next age, so this gets them plenty of Glory in the long run. Also, Ptolemies get a free Glory Statue at the beginning of the match, so they do better for Glory generation too. Storehouses and Farmsteads in DE cannot be captured, so perhaps you have a different mod selected.
  8. The black texture looks pretty cool for the Thespian Black Cloaks.
  9. There is more variety to the Corinthian line of helmets than just the crests.
  10. The models look awesome m8. They're not necessarily "Spartan" helmets since any number of civs could use them. It would be great if you could remodel each of the about 10 variations in the game. Others are right that iron would probably be very rare until the 4th c BC and certainly not used on Corinthian helms. Also the bronze could be more yellowish to match the unit textures as my dude mentions above. Regardless these look great so far. +1.
  11. @causative, your thoughts are definitely noted. They also don't conflict necessarily with what I'm now saying regarding rams and walls and how they should be reworked together. I agree with you that rams should be strong and rare. This could coincide nicely with a wall rework too, making them stronger and more versatile, necessitating a strong counter, like a reworked Battering Ram. Enjoy the choice.
  12. I think @Sundiata and I are in league on this one. I think the presence of your battering ram near the enemy base should be an "Oh shizz!" moment for the enemy player. More specifically, I'd like to see walls really reworked extensively for next alpha and make them work better/more interestingly/more strategically. Then, you'd have a dedicated and realistic purpose for battering rams: it's the anti-wall unit, with a bonus vs. gates. Then, the discussion evolves into one about how walls work and how to counter them.
  13. Pathing obstructions for static objects are [currently] rectangular in shape. The groves have a square obstruction, so I don't think it's that hard for a script to do. All it would take is some small overlap.
  14. This tower, with Ptolemaic shields, should be used for the Ptolemies elephant too.
  15. Many of the Carthaginian units are using Thracian style Hellenistic helms, which I have seen on many reference images.
  16. Not sure what's wrong with the current head or why this new one has a giant neck on it.
  17. I will probably have to do this right before 1.0 release so as to avoid deprecation. Thanks.
  18. Nah, should look nice IMHO. They only live for all of about 100 seconds before they die anyway. Right, perhaps a prop or modified elephant model for this. I think the tower and pillow should be positioned forward slightly on the eles' back. Right now it looks like it rests on the animals back hip.
  19. Not sure if this is core game or DE, but dead animal corpses for a long while now no longer disappear when a building is built over them, creating some bad behavior from hunters. Not sure if this is a bug or just an annoying feature. I distinctly remember at one point animal corpses did disappear if you built a building on them, but I don't remember when that changed. Perhaps it's just a missing tag in the fauna template.
  20. Persians, Indians, and Kushites should be the archery civs. But are they currently?
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