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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Agreed with @wackyserious. Too much of the brow shows. @stanislas69, it would also be cool if there was a "high crest" variation like this:
  2. I think even Sundiata will approve of how the butt squeezes.
  3. My take on the Blemmye camel rider. Please ignore the new Roman female texture. They also need a new shield mesh for that notched hide shield shown in many Beja photos. Also, new head meshes or "hair helmet" meshes with that distinctive hair style the Beja have: Would also be nice to have an assortment of North African and Middle Eastern turbans for various units. The Nabataean Camel Archer, Arabic Skirmisher, maybe an Elite Blemmeye Camel Raider or just a variation thereof.
  4. Looks like some of the rider animations, at least the idles, work well enough for the camel. The camel mesh itself could use some serious updating.
  5. Best to just use normal arrows for those variants for now until a nomadic faction is added if folks are worried about such things.
  6. Also, Xiongu arrows need committed for the nomad variants, apparently.
  7. Well, it shouldn't affect any of your mod files, so if it screws up the installation you can always just reinstall A22.
  8. Hmm, not sure if this is worth the change and/or added complexity. Seems just very simple to use the actors as we have been, but I will take your word for it if it makes things easier for you.
  9. Yep. I have never ever ran out of wood on any map in this game. Losing a few dozen trees isn't going to be a big deal as far as resources or even "depriving" your enemy of resources. There are eleventy billion trees on every map. And there are any number of ways to deal with that too, as alluded.
  10. No, only when once building them. Also, use your imagination. You can either use groves for "forests", ala DE, that cannot be built on, and then allow straggler [i.e. individual] trees to be built on/removed. Or..... you can put a max number of destructible trees for each building [probably determine it by obstruction size of each building], so that if you hover a Barracks over, say, 3 trees it allows you to place the foundation, while if there are 4 or more trees it denies you. That way you can't just plop it right down in the middle of a forest.
  11. I haven't looked at how "helmet variant" files work yet. Got a quick explanation?
  12. Yes, please. And please do it with a template tag so I can turn it off for other things.
  13. You mean we should write a book based on 0 A.D.?
  14. Changing the position of the map resize is a very much desired Atlas feature. There is a patch on Trac.
  15. Easy: Crossbow Academy A crossbow pointed upwards, kind of like an upside down anchor. Sword Academy 2 crossed swords Spear Academy 2 crossed spears
  16. Maybe the first time? I don't think the learning curve would be all that bad to be honest. Are people confused by Carthage?
  17. I don't see how it's any more complex than the standard schema. It's just different.
  18. How about instead of the Han Chinese having Barracks, Archery Range, Stable, and Workshop, they have Academies, which group units by weapon type, as such: Crossbow Academy Is a bit more expensive than the others, but the crossbowmen train faster and have low health. Good for massing. Crossbow Infantry Crossbow Cavalry Crossbow Siege, aka Shoushe, unlocked in City Phase with a Ballistics tech Sword Academy Sword Infantry Sword Cavalry Spear Academy Spear Infantry Spear Cavalry Archery Academy Optional Bow Infantry Bow Cavalry Siege Tower is built at the Fortress, or we figure out a way to make the Siege Tower buildable by units.
  19. Thanks for bringing this up. That's 98 destructs and foundations, a big task, but minus 20, for 78 total new meshes/actors. Again, a tall order, but I think once someone has done a few, they'll get an efficient workflow going and bang out the last three quarters rather quickly. Don't forget the game needs more scaffolds too, but those can be rather modular and easy to put together once the individual props are built. Just need a new artist to come along, as the current ones are rather busy: @LordGood is on buildings [workshops, stables, ranges], @stanislas69 is working on getting the new horses integrated into the actors and reviewing other artists' work and looking to improve props, like helmets and weapons, while @Alexandermb is working on animations. I am just a hanger 'round making new unit portraits for cavalry based on Alexander's new horse and I have meager Blender skillz. This foundations/destruct modeling task would be a good one for a bounty, since it's so large but tedious. @Itms
  20. It's also interesting to note that the skeletons of Bactrian and Arabian camels are nearly identical. Most visual differences are not caused by actual skeletal morphology. Just interesting to note.
  21. "Continental Celts" just seems less romantic than "Gauls," ironic as my use of the term "romantic" is in the context of our discussion. I think people know what we mean when we say "Gauls" though, so it kind of sticks. The Greeks called themselves "Hellenes" and everyone else "Barbarians." More specifically, it's probable that mainland/continental Celts referred to themselves more along tribal or confederation lines, rather than as all-encompassing "Celtae", similar to many peoples throughout history, the Native Americans for instance, who thought of themselves along tribal lines, rather than as some kind of pan-American racial identity.
  22. Fixed locally. Will push to git soon.
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