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Everything posted by wowgetoffyourcellphone
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===[TASK]=== Hellenic Helmet - Part I
wowgetoffyourcellphone replied to Alexandermb's topic in Official tasks
The black texture looks pretty cool for the Thespian Black Cloaks. -
===[TASK]=== Hellenic Helmet - Part I
wowgetoffyourcellphone replied to Alexandermb's topic in Official tasks
There is more variety to the Corinthian line of helmets than just the crests. -
===[TASK]=== Hellenic Helmet - Part I
wowgetoffyourcellphone replied to Alexandermb's topic in Official tasks
The models look awesome m8. They're not necessarily "Spartan" helmets since any number of civs could use them. It would be great if you could remodel each of the about 10 variations in the game. Others are right that iron would probably be very rare until the 4th c BC and certainly not used on Corinthian helms. Also the bronze could be more yellowish to match the unit textures as my dude mentions above. Regardless these look great so far. +1. -
@causative, your thoughts are definitely noted. They also don't conflict necessarily with what I'm now saying regarding rams and walls and how they should be reworked together. I agree with you that rams should be strong and rare. This could coincide nicely with a wall rework too, making them stronger and more versatile, necessitating a strong counter, like a reworked Battering Ram. Enjoy the choice.
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I think @Sundiata and I are in league on this one. I think the presence of your battering ram near the enemy base should be an "Oh shizz!" moment for the enemy player. More specifically, I'd like to see walls really reworked extensively for next alpha and make them work better/more interestingly/more strategically. Then, you'd have a dedicated and realistic purpose for battering rams: it's the anti-wall unit, with a bonus vs. gates. Then, the discussion evolves into one about how walls work and how to counter them.
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Age of empires mod for 0 ad ?
wowgetoffyourcellphone replied to ionut311991's topic in Game Modification
Pathing obstructions for static objects are [currently] rectangular in shape. The groves have a square obstruction, so I don't think it's that hard for a script to do. All it would take is some small overlap. -
===[COMMITTED]=== Carthaginian Unit Textures
wowgetoffyourcellphone replied to wackyserious's topic in Completed Art Tasks
This tower, with Ptolemaic shields, should be used for the Ptolemies elephant too. -
===[COMMITTED]=== Carthaginian Unit Textures
wowgetoffyourcellphone replied to wackyserious's topic in Completed Art Tasks
Many of the Carthaginian units are using Thracian style Hellenistic helms, which I have seen on many reference images. -
Not sure what's wrong with the current head or why this new one has a giant neck on it.
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===[COMMITTED]=== Carthaginian Unit Textures
wowgetoffyourcellphone replied to wackyserious's topic in Completed Art Tasks
Yeah, I think. What do you think? -
How can I remove adjustable batch size?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I will probably have to do this right before 1.0 release so as to avoid deprecation. Thanks. -
===[COMMITTED]=== Carthaginian Unit Textures
wowgetoffyourcellphone replied to wackyserious's topic in Completed Art Tasks
Nah, should look nice IMHO. They only live for all of about 100 seconds before they die anyway. Right, perhaps a prop or modified elephant model for this. I think the tower and pillow should be positioned forward slightly on the eles' back. Right now it looks like it rests on the animals back hip. -
Not sure if this is core game or DE, but dead animal corpses for a long while now no longer disappear when a building is built over them, creating some bad behavior from hunters. Not sure if this is a bug or just an annoying feature. I distinctly remember at one point animal corpses did disappear if you built a building on them, but I don't remember when that changed. Perhaps it's just a missing tag in the fauna template.
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There should be a "tips booklet," where you can cycle through the tips like a slideshow. In fact, this should be accessible through the menu and also part of the loading screen.
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I think rams should be super vulnerable to melee units, while devastating to buildings. So, the tactic is: Kill all the nearby enemy units, then role in with rams to take down the buildings.
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You all know I don't agree with adjustable batch sizes. https://trac.wildfiregames.com/changeset/21497 But that's okay to disagree. I would like to change it for my mod though. I want to "hard code" the batch sizes to multiple of 5 to create a consistent interface experience [eh hemmmm] for all of the mod's eventual players. How do?
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===[COMMITTED]=== Carthaginian Unit Textures
wowgetoffyourcellphone replied to wackyserious's topic in Completed Art Tasks
That looks great for the Ptolemies and maybe a Carthaginian elephant upgrade. I think a Kushite one could probably look different? @Sundiata -
I have a very simple template Photoshop file. I take a large screenshot in Atlas with the ground texture set to purple or green, cut out the unit in Photoshop, then apply magic from the template file. unit_portrait.psd
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Make your final unit actor commits for this release and I'll make icons for them. Most of the Kushite portraits look to need updating. So, a new tower for smaller elephants. Snake crowns for the heroes. The new tack accoutrements for the cavalry.
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We need some Papyrus flora eye candy for maps like this and other Nile maps. Maybe could make it gatherable and passable at the same time? Just a suggestion.
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Total War Arena
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
I liked a lot of the R1TW mods. Rome:Total Realism was my my muffuggin JAM y'all. -
Total War Arena
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
My ultimate ancient combat game would have the player in control of one single battalion within a larger army. This battalion itself becomes your character, which you level up, train, recruit, drill, outfit with kit, raise up soldiers within the ranks, and ultimately with which you coordinate with other players to destroy enemy armies.