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Posts posted by wowgetoffyourcellphone
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4 hours ago, Alexandermb said:
any ideas what movement could do the ridder when promoting ? i got most of the archer's rider ready at least for the public game
Probably something similar to the cavalry and infantry promotion anims.
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4 hours ago, elexis said:
Using the entity limits? Then one can train more than 2, but at most 2 simultaneously. Not a bad idea, but maybe this unit could remain useful in the later ages as well.
Cav limit, including scouts, is lifted in phase 2. Yeah the scouts remain useful in later stages especially on maps with good hunting.
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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.
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What do you mean by "platoons"?
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Considering the style of game you are aiming to, I would expect 0AD to have a Total-War style unit management (i.e. platoons, correct formations, flanking, etc), which would be a great help to current unit organisation in spring (i.e. none).
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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.
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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.
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2 minutes ago, LordGood said:
woop woop
dats the sound o' da outdated missile foley
I think the current "woop" could be used for slingers. What do you think?
Javelinists could have this subtle "heave" vocalization as the guy is throwing the javelin and subtle air woosh. -
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"?
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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.
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8 minutes ago, stanislas69 said:
But I need to know which documents
Cavalry documents.
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10 minutes ago, stanislas69 said:
Looks like a fun lot of units to edit again...
ctrl-H -> replace in all open documents.
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1 minute ago, stanislas69 said:
@wowgetoffyourcellphone Can you try the new trots animation in DE and tell me if it looks good to you ?
@Alexandermb's trot animations look great in DE. A little slow [actor animation speed], but the motion is awesome. I'd use it for heroes and heavier/slower/melee cavalry. The existing run in public right now I'd use for my Scout Cavalry and Ranged Cavalry.
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1 minute ago, stanislas69 said:
Better have a stroke than a lawsuit that forbids us from making 0 A.D.
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.
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CC0 is definitely compatible. "Free" really isn't a license and makes WFG members have a stroke.
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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.7zSuggestion 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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1 minute ago, Lion.Kanzen said:
The last... but we haven't a topic yet. thru others I posted nomads. I found many references(of many units) searching Bactrian and Armenian
Yeah, the first 5 look Parthian, the last 7 look Sassanid.
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12 hours ago, meta11 said:
The triangle count is not much higher (around 250 -350 additional triangles only), these meshes still pretty lowpoly for today's standards.
Low poly compared to other RTS units at this zoom level?
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Those are more Parthian and Sassanid.
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5 hours ago, wackyserious said:
While the guys on the right look accurate enough, the ones on the left look like they have some serious Parthian influence. I don't think that's what the Battle of Raphia and Magnesia's Seleucid cataphracts looked like at all.
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3 hours ago, stanislas69 said:
@wowgetoffyourcellphone Still no news ? :/
Nope no reply. They probably don't check their email very often.
Why so many Alpha stages?
in General Discussion
Posted
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