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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Those do look awesome and more realistic. Thank you for clarifying. Your earlier screenshots did not convey this effect effectively, but these create a nice affect. Maybe I think it blurs slightly too much, but I'm nitpicking at this point.
  2. But... I like sharp shadows... at least for a "sunny" scene. "Soft" shadows indicate a lot of ambient light, such as during a cloudy day. It would be great to be able to adjust this, maybe with a slider, so that a cloudy/rainy scene can have really fuzzy shadows, while a "high noon" desert scene can have sharper shadows.
  3. Right, just saying I merely stole the shields from the Xiongnu. You can commit the files from Terra Magna to public and use those.
  4. For some reason, I imagine these guys as "The Last Romans", like they were the final hurrah of the ancient world before we can definitely say "now we're in the middle ages." But that's just my own bias. I'd think Heraclius is a definite though.
  5. Should this one be necessary? Probably best to just keep it in the main menu, and maybe elsewhere in some menu item [perhaps with the screenshot overlay too], but I don't think it's necessary to be a part of the in-game UI.
  6. Probably should abandon the "minifaction" concept, since the Xiongnu ended up just being a full faction. lol But yeah, along with Scythians and Thracians, I consider the Nabataeans one of the best candidates to either include in a mod or the main game.
  7. No animations. Gotta look into the actor.
  8. IMHO, for part 1 it could be used for Celtic/Gallic units. Sure, I'll use it.
  9. @wackyserious @stanislas69 I think you should look into the resolution of a lot of TM's textures. A particularly egregious example is this 512 x 512 spec map texture that is all one solid color. A 2x2 image would have worked just as well. Similarly, unit spec maps don't need to be full size in order to convey specular. I suggest 128x128 for unit spec maps [while keeping normal maps full size]. I also think diffuse textures should be proportional to the size of the mesh just as a general rule in any mod or even the core game. For instance, if unit textures are 256x256, then helmet textures don't need to be 512x512. The same proportionality can be applied elsewhere. Just some thoughts.
  10. Here's the building texture color tweak. You might want to play with it. I mostly brightened things up and bit, with a touch of desaturation. Now, the rooftiles I used for the shot are the Roman rooftiles from the Roman structures texture. I still think the color of the rooftiles could use a good tweak. Better to extract the Roman rooftile texture to its own texture and re-uv-map the roof meshes to it, so you can tweak the color separately from the Roman texture.
  11. Tweaked texture colors, also using the Roman texture for rooftiles:
  12. @Shiyn Any chance you can post the photoshop file?
  13. This would be a cool option. Build a postern or a gate. Gates have more "bandwidth" and let large units and large numbers of units through, but have a danger of letting enemies in too. Posterns have lower bandwith but don't let enemies through.
  14. "Massed Pikes": Pikemen are individually weak (very low attack), but have an aura that boosts other pikemen within a short range with greater attack (stackable) and a little extra armor. "Shield Wall": Hoplites are individually much like regular spearmen, but have an aura that boosts nearby hoplites with a strong armor boost. So, in this way an individual pikeman or hoplite is pretty mediocre to weak, but en mass are very strong.
  15. Most casualties actually occurred when one side routed. Also, there are some interesting times when hoplites were decimated by ranged units: Iphicrates routing an entire Spartan mora outside Corinth. The Athenians decimating and capturing an entire Spartan hoplite phalanx on Sphacteria. The Athenians getting routed by a Persian counterattack after burning Sardis. Though, I admit these were exceptions and not the norm.
  16. Sure, but as you said, pikemen were used to pin down the enemy's infantry formation for the cavalry to strike a hammer blow to the enemy's flank or rear. The only way to simulate this with the game's current mechanics is to give pikemen high armor and low attack, so that the enemy soldiers are "wasting time" trying to kill the high armor pikeman long enough for some other unit to come kill the enemy soldier or the pikeman wins by pure attrition.
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