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Posts posted by wowgetoffyourcellphone
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A: "Available Population" sounds good for the amount of population slots available because of the amount of housing built.
B: "Maximum Population" or "Population Limit." What players say in chat will always vary from what the game says. "Rax" instead of "barracks" for instance. So, they can say "pop cap" when they mean "Population Limit."
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5 hours ago, wackyserious said:
@stanislas69 can you tell me the name of the armpad attach point? I tried to attach it to shoulderpad_L and it is not compatible.
5 hours ago, LordGood said:the pikeman shield mesh is oriented differently from the standard shield meshes
Use shield_arm attachment point like the other pikemen and adjust the model from there.
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3 hours ago, wackyserious said:
@Sundiata Would this work for the elite Meroitic pike infantry. Extending the loincloth downward is a bit complicated since it can cause texture seams. But I will try to experiment with it.
Please please, do not use player color like that. It is very inconsistent visually from other textures to do that. I'm talking about making the whole armor soft player color.
I tried some of your Greek armor textures with all that player color all over the linothorax and it did not look good. It washed out a lot of detail.
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Needs the cobra on his forehead, right @Sundiata?
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36 minutes ago, Nescio said:
The blade seems too long. Let's assume an average male was 1.6m; ancient swords seldom had a blade longer than about 60 cm (please correct me if the khopesh was indeed much longer); therefore the blade ought to be less than a third of the unit's length. Currently it looks more like two-thirds, appropiate for Early Modern (European Renaissance) swords, but not really for Antiquity.
Yeah, I think the khopesh should be redone too. It has no thickness either, so edge-on it disappears.
Kush_champion_infantry Who is this guy?
That's the Noble/Royal Archer. Probably rename to Kush_champion_infantry_archer
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4 hours ago, wowgetoffyourcellphone said:
Granted, but I think the Han would be a great addition to the main game since they were such a huge faction in the time period. Smaller civs like Thebans, maybe leave for mods.
Also with the Han you potentially entice a bigger market for the game.
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14 hours ago, balduin said:
@Nescio I agree with you that mods deserve a much wider public. This could be done by making it easier to install mods into the game. For example, by having mod manager which can download and install mods with a single click. However, I disagree with you about including all those civilizations into the main mod. Mods are a good way extend the main game or introduce completely new ideas. The [Pony Ascendant](http://www.moddb.com/mods/0-ad-ponies-ascendant) mod by LoordGood is a good example for such a mod.
Granted, but I think the Han would be a great addition to the main game since they were such a huge faction in the time period. Smaller civs like Thebans, maybe leave for mods.
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37 minutes ago, Sundiata said:
Highest tier Meroitic Pikeman:
I believe we can do something nice for the pikemen. A few of the reliefs or graffito show a pikeman with a long robes, kind of like the Persian and Egyptian spearmen. Why not give the highest tier pikemen a long white loincloth for the lower body, stretching to the ankles, and a short sleeved (or no sleeves) quilted cotton vest for the torso, quilted cotton skullcap, Egyptian style cowhide shield attached to the shoulder. Basically just like this Egyptian marine in Xerxes army, but Kushified:
#1- @stanislas69, @LordGood, @Enrique: Long tunic meshes, both male and female, need their UV mapping fixed, for they mirror the bottom half of the long tunic, which is not desired. m_armor_dress's UV map looks to be even more scrwey:
Spoiler#2 - @Sundiata: Surely the pikeman shouldn't have a shield that large. I remember seeing one of your references [a temple painting/sculpt?] where the pikeman depicted had a small round shield, almost Hellenistic in nature, though the image was rather basic and low detail.
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5 minutes ago, Sundiata said:
Not too shabby... Though I think temple-guards should have scale armour from the get-go.
Right, the Temple Guard techs could be attack/speed techs [fervor, faithfulness, etc.], while the Noble->Royal techs for the archer and cav could add armor.
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3 hours ago, Sundiata said:
I think Noble Archers (or Meroitic Royal Archers, or whatever) should get the scale corselet like the other champions.
Idea. What if they're Noble Archers and Noble Cavalry first, then they have tech that upgrades them to Royal Archers and Royal Cavalry? The Apademak/Amun champs have their own techs, so maybe they could too.
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3 hours ago, wackyserious said:
Bruh, very noice. We really need a lion version of this asap. @stanislas69? @LordGood? I posted a great reference somewhere...
My only critique of the texture is that the leopard skirt texture looks a bit stretched, but that's the UV's fault.
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1 minute ago, wackyserious said:
@wowgetoffyourcellphone Do you still have the .psd for the Kushites? I need the ankh and the belt textures that you made
If you have DE, there's a folder called art_files. All the PSDs are there.
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16 minutes ago, wackyserious said:
Nice. Noble Archers or something else? I think the band in the middle is a little too high.
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Dudes in the middle look more like a hero to me, not a lowly pikeman.
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8 hours ago, Sundiata said:
Me too... But most RTS-players are used to micro individual units. It's been an RTS staple for a very long time and I don't think a lot of people are willing to give that up entirely. How would scout units work? Surely you'd want to micro them. A lot of people like to use single units like an organic outpost. How about women/villagers/eco-units? Spies? traders? priests? I'd love the ability to compose my battalions unit by unit. replacing, adding, removing individual and/or unique units. Just the freedom to play it the way you want: highly organised Hellenic phalanx vs marauding hordes of barbarians. Celts, Iberians, Britons would look a little unnatural if they're all in highly organised Mediterranean style battalions. how would you implement these informal formations? I'd die for a battalion system, I'd just like it to be super-flexible.
No offense but I've answered alllllll of this before ad nauseam.
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1 minute ago, Sundiata said:
But one question, why are hard battalions so important for you? Just seems like an annoying limitation for people who are used to microing individual units.
Because I don't want to micro individual units in the middle of a battle. I'd rather micro: charges, formations, facing, flanking, stances, etc.
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That's just a matter of tweaking the BatchTrainingMultiplier.
Also, if battalions are implemented, training one battalion at a time makes sense. You get something like 24 dudes per battalion if you go by my old battalions proposal.
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14 minutes ago, Sundiata said:
I feel you... A sort of city-builder mode... People say this is an RTS and not a city-builder, but I think Pyrogenesis could theoretically handle it, and a lot of people dream of this kind of game (city-builder / civilisation management, with real-time combat). Maybe one day
A city-builder mod is definitely doable. Would be even better if hard battalions were implemented.
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1 hour ago, Lion.Kanzen said:
@5:40 he mentions that he misses not having, essentially, a flag or order marker when he tasks a unit to do something. He'll be pleasantly surprised with the next alpha then.
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This dude is funny
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3 hours ago, mimesot said:
every thing about these entities (except for meshes and such) is human readable
Ironically, you can actually read large parts of of the mesh file in a text editor such as Notepad++. Collada files [the filetype of most of the game's models] are a form of XML. It's just the geometry part is coded into a binary matrix for max compression [I think; I'm not an expert, but I'm probably close].
Here is a blocker object I added to Delenda Est to help prevent the AI from building structures on critical pathways, such as the path from the top of an acropolis, etc. It's code could help you I think.
You could copy the code from this and then make the obstruction whatever size you want and the Atlas-only visible actor whatever you want.
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What I would like to see is impassable terrain or unbuildable terrain. For example on the latter, ice would not allow structures to be built on it. Allows for an ice lake map where no one can build anything on the ice of the lake.
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Quote
Quality is never an accident; it is always the result of intelligent effort.
QuoteWhen love and skill work together, expect a masterpiece.
QuoteWhen we build, let us think that we build for ever.
- John Ruskin
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12 hours ago, stanislas69 said:
Technically Gamma is final product it it wouldn't change much to use Greek letters
Not Omega? Or would that be the final patch, definitive edition of 0 A.D., out 4th quarter 2032 for all VR platforms.
7 hours ago, Zeta1127 said:which would probably lead to the inclusion of the Thebans
See: Delenda Est.
6 hours ago, Nescio said:Thebans, Spartans, and Athenians are nice, but Syracuse was arguably the largest, most powerful, and influential of all Greek city states - despite being located on Sicily. They were the arch-enemies of Carthage for centuries (Rome was a late-comer, starting out as a minor Carthaginian ally), invented the quinquereme (penteres), and had Archimedes.
I think Syracusans would be rather easy to add, actually. Allows to have a Greek faction campaign vs. Carthage. Archimedes could even be one of their heroes.
catapult stats
in General Discussion
Posted
What's sting/clangor? Hack and Crush damage?
Cool program though! Would be very useful.
As far as siege differentiation, you're right, things could be made to be more different between civs. Though, IMHO, mostly that should be done with Civ Bonuses [which are limited to only a few per civ] and Technologies [where the player can choose how they want to differentiate their units based on current battlefield conditions]. The Roman bonus in siege is basically one of their civ bonuses.