Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    11.497
  • Joined

  • Last visited

  • Days Won

    610

Posts posted by wowgetoffyourcellphone

  1. Cool idea, but probably would be best to emulate the actual topography of the battle site. :)

     

    Thermopylae_ancient_coastline_large.jpg

    The ancient shoreline would have been at the highway on the right. We are looking in the direction the Spartans would have been looking. 

     

    8c44aa6a1d5857222e2241bbe91e766f.jpg

    These tourists are descending the hill upon which the defenders gave their last stand.

    • Like 3
  2. 11 minutes ago, borg- said:

    I would love to have these units in the game, but it needs a lot of work from the artirts, are at least 13 new units.

    Not necessarily. A basic tunic is a basic tunic. You don't need some elaborate texture for a militia dude with a club or pointy stick.

    • Like 2
  3. <Upgrade>
        <Tower1>
          <Entity>structures/{civ}_stone_tower</Entity>
          <Tooltip></Tooltip>
          <Cost>
            <wood>50</wood>
            <stone>50</stone>
          </Cost>
          <Time>10</Time>
        </Tower1>
        <Tower2>
          <Entity>structures/{civ}_wooden_tower</Entity>
          <Tooltip></Tooltip>
          <Cost>
            <wood>50</wood>
            <stone>50</stone>
          </Cost>
          <Time>10</Time>
        </Tower2>
    </Upgrade>

     

    • Like 3
  4. 2 hours ago, The Undying Nephalim said:

    Awesome that's what I was looking for with that.

    Is there a way to make it so that a researched Tech can reveal the vision of a unit with a certain class? I'm trying to make a technology that gives a player vision from ancient ruins across a map.

    There's currently no way to do this without modding the code. There is the spy tech that does this, but it is very narrow in scope. 

    • Like 1
  5. 20 hours ago, Stan` said:

    What about the references I posted above. Anything you like there ? :)

    Some of the stuff looks good, but I can't vouch for the realism.

     

    This guy sketched some stuff.

    On 3/22/2014 at 10:34 AM, Le Druide Gaulois said:

    I just made some concepts. To the left there are 2 different sets for houses, a farmstead and a scout tower, and to the right different models for a civic centre.

    post-16101-0-11988300-1395498884_thumb.j

     

  6. 7 hours ago, Stan` said:

    That's because we have no sound mixing, all sounds are played blindly...

    I think there needs to be a different set of sounds for an arrow miss as opposed to an arrow strike. So, an arrow hitting the ground shouldn't sound like an arrow hitting a soldier. 

     

    Also, the "Fwop" sound for all projectiles sounds super cartoony. Just some observations.

    • Like 1
  7. 6 minutes ago, theotherhiveking said:

     

    1. It causes the 'projectile hitting armor' sound to play too frequently. You know what exactly what sound I'm talking about, you're probably hearing it in your mind now.

    Click clickclickclickklikkclikccklickliclikcikliclick

    • Like 1
    • Haha 2
  8. 1 hour ago, The Undying Nephalim said:

     

    I like that the knocked back units have to "stand up" before they re-enter combat. I would say that they need a little more variation in the standing up animation. Right now it looks unnatural for all units to kind of "chair up" in the same way. Hands and knees, one foot forward, stepping upward and righting oneself would look better.

    • Like 1
  9. 23 minutes ago, Lion.Kanzen said:

    and use some Millenium norse buildings? (some)  

     

    I looked at Millennium AD the other night to check out the buildings again. There are things I like about the Anglo-Saxon, Norse, and Carolingian building sets, but the textures are all incompatible. The Civic Centers need work the most (not quite up to snuff compared to core game models). I think using them as placeholder art would work though.

    • Like 1
  10. Germanic head references, for any artist who is willing. I think these models can just be edits of the existing models (ideally), and can be added to the core game probably.

    Ponytails

    The game has a ponytail male head model and beareded head models, but not together. Germans definitely would benefit from bearded head models + maybe a couple of ponytail variations (props?).

    germanicghostwarriorsfeat2.jpg

    Above: 2 variations. Ponytail on back of head and ponytail closer to crown.

     

    germ4.jpg

    Above: Some ponytail variants at the top of the head. Short.

     

    Suebian Knot

    This would be specific to the Suebi faction units. This is a knot of hair off to the side (right side?) of the head. Maybe 2 variants, one lower and one higher.

    3448e2f3b9eb0b91adb0f098aa6cdc86.jpgimages?q=tbn:ANd9GcQm30ouTvSuofRYP0eOogG324d979480d42445b75fd415a2ce17da.jpgbog-body-Osterby-Man.jpg

     

    Braided Female Hair models

    It would be cool to have unique head models for the Germanic women. Perhaps 3 or 4 variants.

    55729571_1163919517110119_14376814317046sddefault.jpg?v=5b3f0deb

    Above: Says "Vikings" but I think would be apropos for Germanic women as well (Nordic and Germanic peoples are related)

    • Like 1
  11. 34 minutes ago, Genava55 said:

    Yes it changed, the Suebians during 1st century BC and 2st century AD are mostly using hexagonal shields and have little body protection. During the 3rd century AD, all the Germans started to use rounds shields and we find some helmets and chainmail. There are also the development of the angon and of the spatha. 

    For the Suebians, I'm thinking a more "early" interpretation for their look, with the hexagonal shields and low instance of armor. If I were to add the Goths, they'd be a later interpretation.

     

    34 minutes ago, Genava55 said:

    Most of the archeological  information on the Suebians comes from the later period. But the general basis of the houses didn't have change. The only thing is that there is more evidence for fortifications in the later period.

    Right, a wooden longhouse is a wooden longhouse. For gameplay purposes, I think some kind of fortification would be necessary. Probably wooden. Any walls would be a wooden stockade, halfway in strength between palisades and stone walls. 

    Thematically, I'd go for a more "settled" interpretation for their gameplay, with territories, etc. While the later Goths would have some "nomadic civ" elements, like ox cart dropsites, etc. 

     

    Heroes could be Ariovistas, Arminius, and? 

    • Like 1
  12. On 5/30/2019 at 3:06 PM, Genava55 said:

    The time frame involved is basically from Ariovistus (58 BC) to Hermeric (441 AD) ?  Focusing on the Suebian tribes ?

    That is a large time frame. Would unit types and equipment have changed greatly in the intervening years? What about architecture? 

  13. Hmm, that looks more like a Champion "Extraordinarius" to me, what with the groin and shoulder pteruges. Certainly use that texture for them!

    For a rank-n-file citizen soldier (advanced Hastatus or advanced Eques), I think a subarmalis would look more like this upper body piece:

    11ff944506d79da9d71127a229b7378c.jpg

    Certainly others may have their own interpretations. 

    • Thanks 1
  14. 3 hours ago, wackyserious said:

    I have seen several artists depict them wearing padded cloth with pteruges underneath that armor. In the game we also have that in the texture for Hannibal.

    Would that be historically acceptable

    That is called the subarmalis. It is theorized it can be used as padding underneath many types of armor such as chain and mail. I don't see why it couldn't be worn under pectorals. 

    • Thanks 1
×
×
  • Create New...