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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. All of them. The current elephant drivers only use the old unit meshes.
  2. Can you try fixing the elephant drivers? That would be something that could get committed quickly.
  3. Seleucid cataphracts would have looked almost exactly like this: Full barding wouldn't come until the Parthians.
  4. This would make a great tech icon. This is a good start for the archery range. Needs some texturizing. Shake and Bake.
  5. I ping Enrique because I know for sure he is working on horse animations too.
  6. Looks nice. Should have a clasp in the front methinks at the top near his throat. Maybe torques can be props around the neck:
  7. I think occasionally a horse or two could be turned around. Where player color? Shields would help.
  8. Right now in DE the elite spearman uses leather and lino, while the champion swordsman uses chain. But you can do whatever you want in the public mod.
  9. I like it. Is there any chance the Spartan range could get a redo? It's looking out of place compared to all of the others. Just my opinion of course.
  10. Indeed, in relation to the camera in-game this is true. But the skybox's relationship to the default height of the map grid is what I'm talking about, especially since with a very high default height, the water plane has to be even higher, placing it very close to the ceiling of the skybox, affecting the quality of reflections in the water. I am 100% right about this. See the water reflections on Britannic Road to see how stretched/blurred the skybox reflection is. I created that map before I reduced the default map height. Also, the skybox is currently very very squished. See how the side textures are compressed here:
  11. I'm just happy to see some shields being used. lol They're such a great visual element that a lot of the new buildings are really lacking. Good logical places for player color too. Nice plugin.
  12. Balance? Maybe, maybe not, not that much if the stat changes are applied evenly for all civs, etc. We already have 15 variations of stats in your example with the promotions, so this wouldn't be much different. Now that I think about it, the Light/Medium/Heavy would probably have to replace promotions, unless promotions dealt strictly with 1 set of stats [attack rate, vision range, speed, etc.] while LMH would deal with a different set of stats [armor, cost, attack strength, etc.]. No overlap.Could work. I think the Blacksmith would be reworked. at the Blacksmith you would unlock Medium and Heavy options via techs. Light is the base cost, while Medium options add perhaps 20% and a further 20% with the Heavy option. Heavy might even add some metal to the cost or replace the wood or food cost. So, it would depend on what your economy is doing for you. I could imagine a Champion option being unlocked for some types of soldiers. Say, for the Gauls, you could have a standard swordsman available at the Barracks [which they currently don't have], with unlockable Medium->Heavy->Champion options.
  13. All of these textures makes me wish there was an equipment feature for the game. Actor swap using techs isn't nearly flexible enough. With some actor shenanigans, I could see something "easily" being hacked in, actually being a lot of work, lol. Though, it wouldn't work in the ideal sense, hence "hacked." What I mean is, it would be very cool to be able to train Light, Medium, and Heavy versions of some units. Let's say you only have X amount of resources, you'd train the Light version. If you have an abundance of resources or save up the extra resources, you could train the medium or heavy versions, their textures and props changing accordingly. Promotions could still work the same way, with XP, it's just the actors would be controlled with the light/medium/heavy feature, with some corresponding stats changes. I think something like this would work better with Battalions though.
  14. It's about time to fix the Lion attack sound, nay? Timestamp: 9:15
  15. Yeah, the Cart and Ptol elephant towers should be smaller than the Seleucid ones. Sundiata is right. Can go so far as to have the Cart/Ptol tower have 1 dude, while the Seleucid tower has 2 dudes.
  16. That face texture actually looks fine on the new head meshes. The riders still use the old messages because they use the old animations and skeletons Etc.
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