Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    11.003
  • Joined

  • Last visited

  • Days Won

    556

Everything posted by wowgetoffyourcellphone

  1. @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.
  2. 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.
  3. Tweaked texture colors, also using the Roman texture for rooftiles:
  4. @Shiyn Any chance you can post the photoshop file?
  5. 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.
  6. "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.
  7. 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.
  8. 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.
  9. The game (or just the game engine so mods can do it) needs to support battalions to make this kind of combat realism possible.
  10. Indeed, but ripe for experimentation via modding.
  11. Eh, that's an opinion, not a fact. The other way is to decide roles for every unit and then balance. The problem right now is that no thought [AS FAR AS I CAN TELL] is being put into unit roles.
  12. Honestly, the lack of sticking with the general shapes of the buildings in public is the major visual flaw of this particular mod. Those Saxon and Carolingian and other buildings should be redesigned for recognition sake. Just my opinion.
  13. http://www.mywizards.com/catapults/onager/ A pretty decent article. In short, an onager bucked wildly when fired. If it had wheels, the bucking and momentum of the throwing arm would cause a swaying motion that would reduce the power of the throw.
  14. Do you know what commit that was by any chance?
  15. Onagers did not have wheels. They were assembled on-site.
  16. Alrighty then. Honestly, it's whatever you guys what to make, really.
  17. The original idea for those structures was to make one of these for each building set, regardless of unit roster.
  18. Pretty sure the other trees don't have back faces. I think the back faces on the cretan palms are there because otherwise they'd be visible at low viewing angles.
  19. 0 A.D. shows up in this entertaining list:
×
×
  • Create New...