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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Probably something similar to the cavalry and infantry promotion anims.
  2. Cav limit, including scouts, is lifted in phase 2. Yeah the scouts remain useful in later stages especially on maps with good hunting.
  3. About cav, in DE you can only train 2 Cavalry Scouts in the first phase [a new unit not available in Public mod]. They are good at scouting, as their name implies, and they're also good for hunting. Their small number makes the player choose what to do with them. Scout or Hunt, or split their tasks between the two? They are not good fighters at all, wielding only knives in most cases [a bamboo spear for Indians, but still the same attack stats]. In phase 2, cav restriction is lifted, but cavalry take 20 seconds to train instead of Public mod's 12 seconds. To unlock the Levy Cavalry tech, you have to build a Corral first, and then you can research the tech to reduce cavalry train time. In DE, cavalry are also generally slower than in Public mod, by about 15%, so they're not flying around the map raiding the Hell out of everybody.
  4. horse_canter_relax.dae shows up in base_horse. I changed it to horse_canter.dae and it worked. horse_walk: Is that the current one that looks like running/galloping? If so, it should be renamed I think, maybe to something like horse_gallop_relax. Because basically what it looks like is a more relaxed gallop. It's good to keep it, so it can be used for the faster cavalry, while canter can be used for the heavier cavalry.
  5. I'm currently fixing all my actors for the new capes. lol. Maybe a video would be nice.
  6. I think the current "woop" could be used for slingers. What do you think? Javelinists could have this subtle "heave" vocalization as the guy is throwing the javelin and subtle air woosh.
  7. I'm looking through the quadruped variants and I'm confused. What is the difference between: horse_canter_relax.dae [I'm not sure this works] and horse_canter.dae Also, why are the rider animations called "trot" while the horse animations are called "canter"?
  8. Yeah, like the bow string striking the bow. These are better than the current ones though. The current ones have this weird "woop" sound as if the arrow is swopping past your head.
  9. No cavalry in Part 1 would use rear armor. I'd say rear is more of a post 1 BC thing, the Sassanids, Sarmatians, Byzantines, etc.
  10. @Alexandermb's trot animations look great in DE. A little slow [actor animation speed], but the motion is awesome. I'd use it for heroes and heavier/slower/melee cavalry. The existing run in public right now I'd use for my Scout Cavalry and Ranged Cavalry.
  11. I highly doubt there would ever be a lawsuit over a "Free" asset, likely a simple remove request. But still, in the abstract you are quite right.
  12. CC0 is definitely compatible. "Free" really isn't a license and makes WFG members have a stroke.
  13. Suggestion for the variants. The trot variant could be base_horse_slow, while the current variant that looks like a slow run could be base_horse_fast. Figured faster ranged/scout/raiding cavalry could use base_horse_fast, while heavier cav units such as champion and hero cav could use base_horse_slow.
  14. Yeah, the first 5 look Parthian, the last 7 look Sassanid.
  15. Low poly compared to other RTS units at this zoom level?
  16. While the guys on the right look accurate enough, the ones on the left look like they have some serious Parthian influence. I don't think that's what the Battle of Raphia and Magnesia's Seleucid cataphracts looked like at all.
  17. Nope no reply. They probably don't check their email very often.
  18. I think using a class-based system works better than before, which was template-based IIRC. Thanks for troubleshooting.
  19. What happened? Just curious. I never had issues myself, besides seeing massive amounts of spam on the forum in the past week.
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