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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. 2 hours ago, sphyrth said:

    There was a time when I get a little bit irritated when people mock 0 A.D. as a "Forever Alpha" game. But given the trend that Rome 2 Total War started, no-one should mock the game for being an Honest Alpha.

    I am still angry about Rome 2 TW. Still. We waited 10 years for a great sequel to Rome1. The mods for Rome 1 showed just how incredible a sequel could be if Creative Assembly just opened their eyes. The @#$%ed up combat mechanics of Rome 2, the insane amount of glitches, the insanely misleading pre-release footage and screenshots, a release that was clearly 6 months too early. argh

    • Like 2
  2. 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.

    • Like 2
  3. 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.

  4. Just now, LordGood said:

    thats in PA, also slingers and pikemen have dedicated sound as well, want them packaged for testing? i might be able to make a video otherwise. I have rhodactylos and PA installed currently lol

    I'm currently fixing all my actors for the new capes. lol. Maybe a video would be nice.

    • Like 1
  5. 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"?

     

  6. 6 minutes ago, LordGood said:

    I was hoping to get a heavier, woodier sound. I'm not particularly happy with these tbqh, much more so with the slings and pikes. I believe they're still in the PA repo

    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.

  7. 1 minute ago, stanislas69 said:

    Better have a stroke than a lawsuit that forbids us from making 0 A.D. :P

    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.

  8. On 1/12/2018 at 1:22 AM, Alexandermb said:

    To be sure, the latest file i uploaded of the walk variant works or theres anything i need to fix? IIRC @wowgetoffyourcellphone said it was calling horse01 animations when its now called horse, i did the fixes in my file but didn't uploaded.

    Horse_Trot_walk_animations.7z

    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.

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