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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I am still getting this glitch, even after unloading all mods and make sure there are no random unversioned files in my local public mod folder. Any ideas?
  2. I think just in front of the hump for Arabian. Between for Bactrian yeah.
  3. The boeotian helmet mesh is exported at the wrong position. In the actor it rests at the head prop point. If you change that to helmet prop point it's all screwed up.This isn't a problem for the gastraphetes who will never remove the helmet in a normal game, but if you want to use that mesh for other units/helmet actors, then the mesh will need to be scaled/repositioned. LUCKILY I ALREADY DID THAT FOR YOU. It was a btch getting this right because at first I didn't know what was happening when I saw it goofed up on the heads of other units. Rename it to hele_boeotian so it doesn't overwrite the current hele_helmet_t hele_helmet_t.zip
  4. What makes battering rams OP is that they can inexplicably mow down enemy soldiers too.
  5. The Celtic horses could definitely use a retexture anway. It does look better than before.
  6. Modders should wait until the assets are committed to public mod or else you might be duplicating your work. I started making cavalry portraits. Then ran across this. If the UV map can't get worked out, then maybe the tack can be a prop instead, like the player color bandin the first one.
  7. I think the camel could use a whole new mesh, IMHO. And needs to be slightly bigger now that horses are bigger.
  8. Any new love going the camels' way? I think the camel mesh and unit animations could use a revamp after @Alexandermb's very successful work on the cavalry. It would be excellent to have both Arabian and Bactrian camels: 1 and 2 hump. Then we can work on the rider textures and props to look more authentic. Right now they're just based on Persian units.
  9. I can't believe it either. A solution come soon.
  10. You're a wrong message. j/k, Needs an autobuild.
  11. If this is pretty much done, I can start making unit portraits for you. I have the next 9 days off of work.
  12. Yeah, for DE I'd like to add a Coin resource, which is the resource you trade with and buy resources with, and is what I was basically advocating for H:C but with Rupees. Coin would be used to hire mercenaries and stuff like that and represent money or currency. Yes, they had advanced coinage in the 0 A.D. time frame. Problem is maintaining component files that will constantly be deprecated. So, I refuse to add stuff like that until Beta is reached.
  13. If you do that for the Romans, then wouldn't you have to do that for all the others? Phases are city growth, not jumps in time*. It's one of the things that separates the game from AOE. It depicts a civilization at a particular point in time, usually it's peak within a certain time frame. Punic Era for the Romans just makes a lot of sense when you look at Carthage and how huge that conflict was. *Having jumps in time would be an awesome campaign idea for the Romans, actually. You'd progress from one Roman faction to the next in a campaign. Having full-factions for the Roman eras allows you to delves deeper into those eras than if you just had 1 Roman faction with Ages. Some factions are longer-lived than others. The Roman Empire spanned 1000 years and went through massive changes many of the other civs did not. How much development can we depict with the Iberian faction? I seriously don't know. Amalgamating the "Gauls" into one faction may seem like the team's being boneheaded and Greco-Italo-centric, but what you can do with the Gauls civ is make it depict any number of a dozen tribes in a scenario or campaign; the same with Britons. With the Iberians you may have a point. I would split them into Iberians and Lusitanians. We're getting way off topic now.
  14. Having said that, I think heroic poses and whatnot are very cool, and would work fantastically if the game had Battalions. With mosh pit combat, you lose sight of your soldiers easily and their animations are crucial in picking out, say, your swordsmen from your spearmen, etc. so you can proper micro them. In that case, standard animations for different classes of unit are essential. But with a Battalion system in place you don't have that problem of having to pick your units out of a jumbled crowd. Their animations can be more unique and interesting, rather than standardized. There are so many plus sides to battalions, like letting @Alexandermb run wild with animations, formations, more tactical combat, battalion upgrades, army formations, set piece battles, etc.
  15. The Part 1 Republican Romans represent the 2nd Punic War era, give or take a few decades. Representing the Principate era Romans would be a whole other ball o' wax. I think the "0" a.d. cutoff is just a handy guideline, not a hard cutoff. Look at Boudicca and the Britons. They're more of a Part 2 faction, IMHO, but are included in Part 1 because they were part of the Celts faction originally. But as far as a long-lived faction as the Romans, you have to pick a timeframe by which you're depicting them. Segmentata Legions, Imperial Gallic G helmets, and standard Auxilia aren't really a Punic Wars era thing.
  16. You use the rupees to buy more ore at the market. And this problem is a problem for every RTS with non-renewable resources. I can see a Market ability to "tax" for a resource trickle -- any number of ways around this limitation. Relics, etc.
  17. Sure, but this guy isn't even a trainable unit. Lol. And rightly so, he's out of the time frame.
  18. Question. Is there one resource that every faction uses? Rupees? if so then trade and tribute can be all done with just that one resource. A rupee based international economy. Can solve some of the issues with having a dozen different resources. Maybe this was alrdy suggested.
  19. That is the point. The point is to easily identify the unit type at a glance, and semi-uniform animations are supposed to help that happen.
  20. I tried this once with making unit consume food, and when it goes negative you can afford everything. It's like infinite resources or something.* *It was a long while ago, so this may have changed.
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