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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. Quote

    Yakhchāl (Persian: یخچال‎ "ice pit"; yakh meaning "ice" and chāl meaning "pit") is an ancient type of evaporative cooler. Above ground, the structure had a domed shape, but had a subterranean storage space. It was often used to store ice, but sometimes was used to store food as well. The subterranean space coupled with the thick heat-resistant construction material insulated the storage space year round. These structures were mainly built and used in Persia. Many that were built hundreds of years ago remain standing.

    https://www.wikiwand.com/en/Yakhchāl

    I was thinking of adding the Yakhchal as a Persian special building in Delenda Est, since the Stable will no longer be a special building for them. Wondering if anyone would like to model it.

     

    slide_11.jpg

     

     

     

     

    • Like 2
  2. 5 hours ago, DarcReaver said:

    Yes. The town bell in AoE 2 is in because the game's economy units are very important to keep alive. Villagers are slow moving and resource gathering is slow and it's hard to boom. Loosing a couple of villagers can be gg at any time.

    In AoE I you have easier time to expand the economy, especially from bronze onwards because TCs are easy to build and wheel villagers work very fast. Also it's easy to redeploy villagers because of their speed.

    Since it's much easier to boom in 0 AD (faster villager creation, villagers from houses etc.) and loosing vills does not matter that much I sort of question why the game has an easy mode defense mechanism.

    I'd much rather the town bell be kept in for mods at least. ;) In DE I got rid of the citizen-soldier concept and have dedicated economic units now, so the town bell is useful here.

    • Like 1
  3. 19 minutes ago, stanislas69 said:

    Yeah it's on my list, having an updated zip with premodifiied variants and actors I could just apply on svn would make it faster to get into public, because i guess you modified it somewhat for DE ?

    No, I've just been playing the game with @Alexandermb's "horse trot" mod enabled. If you need me to integrate it for you, I can do that soonish.

  4. 10 hours ago, Sundiata said:

    @wowgetoffyourcellphone I think we need another variation for the face painting: Herodotus wrote the often quoted line: "When they went into battle they painted half their bodies with gypsum and the other half with vermilion" Which has an eery resemblance to some designs still popular up until recent times among the Nuba:

     

    This is not possible with the current UV maps of the head. It's the same problem with the unit meshes: The arms and legs are mirrored or reused, so there's no way to for example, make one arm be painted in white and the other arm painted orange. The face texture is mirrored so that there is no way to make the left half different from the right half. You'd need a new head mesh with a new UV map to do that. It wouldn't be hard to do for a modeler, in fact the game should have such a thing.

    • Like 3
  5. 9 hours ago, LordGood said:

    Kinda disappointed Romans don't have bricks in their texpack could have opened a lot of cool opportunities.

     

    Logically, all brickwork would be painted over with plaster or other such material, so the current texture pack is pretty good as far as that goes. Thouuuuuughhh, it would be cool to see raw brick during construction or destruction.

    • Like 1
  6. Perhaps something that tells you where the attack is occuring, like:

    Attack Alarm Outward

    • A unit or outpost is attacked outside of the player's territory.

    Attack Alarm Home

    • A unit or building within the player's territory is attacked.

     

    Each can have an accompanying sound that tells you a little more information:

    Attacked by an animal

    Attacked by an enemy unit [non-siege] or building

    Attacked by a siege weapon

     

    Just some ideas.

     

    I liked in AOE3 that when the town center was attacked you could hear a sound effect of the townspeople panicking and running around. Also, music got more intense when you attacked a town center or fortress in AOM.

  7. 4 minutes ago, Alexandermb said:

     also had 2 idles more but will break reins for the archer camels, for ex; i'll have to make 2 idles for the rein for match the other animations but as the idle variant "idle1-2-3" don't play similar the rider/props from the mount they will be like flying and clipping everywhere. 

    That's what the id tag is for, in the animations line of the actor or variant file.

     

     

     

    33 minutes ago, wowgetoffyourcellphone said:

     

     

    mfw waiting for an autobuild

  8. 7 hours ago, Alexandermb said:

    Here are the files for the archer and trader only at least for the public folder.

    Camel_New.7z

    @stanislas69

     

    Had the chance to take a look. 

    1. The major issue with the animations are that the legs and feet are splayed too far apart. Most animals, and I assume camels are the same, position their feet close to their centerline when walking, so that their legs come down at a slight angle [imagine a line drawn from the hip or shoulder of the leg down to where the feet meet the ground, it should be a slight angle inward toward the centerline, not completely 90 degrees]. The elephant animations are wrong in this way too. lol. 

    2. I like the kneeling it does when gathering meat! Good job. I only wish we could have transitional animations!

    3. I think the death can be like 20% slower as they fall.

    4. Would be nice to have a couple of different idle animations. Right now the camel looks rather bored. Would be hilarious if the camel chews the cud as it stands there.

     

    https://media.giphy.com/media/qYr8p3Dzbet5S/giphy.gif

     

    • Like 3
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