Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    10.217
  • Joined

  • Last visited

  • Days Won

    491

Posts posted by wowgetoffyourcellphone

  1. 1 hour ago, serveurix said:

    I mean turrets in the gamecode sense of the term : the ability for a part of a model to shoot in a certain direction without rotating the whole model. That would allow the three archers to shoot at three different targets in three different directions while the elephant is facing a fourth one. Nothing to do with the wooden turrets on top of successor's elephants.

    oops, now I understand. ;)

  2. 17 hours ago, Alexandermb said:

    They have been pierced by the giant scythe they would need a chariot re-mesh same as the trader horses, or for an easier work, made a curved harness to add above the saddle and keep it stationary. the size difference between the old horses and this one is noticeable that why it looks pierced.

    Update**
    Horse_new.7z

    • Fixed the separation between armor and horse

      image.png.42e448164785d17b0f56a177cc9eb5af.png

    Don't forget the not-armor color band too. ;) I think it just needs pushed back, as I think it's supposed to look like it tucks under the saddle cloth.

     

     

    screenshot1335.png

  3. 31 minutes ago, SDM said:

    The archery target seems a bit too anachronistic. Do we know that they were circle with red and white alternating lines in ancient times in any of the civilizations that are being represented in this game?

    Just wondering if we have better or more accurate options. If not, that's okay. It's threw my suspension of disbelief a bit, but I understand the wider audience also wouldn't know any better (assuming that red circles are a more modern invention).

    You might be right, but I think for UI recognition purposes the target may be best. It stands out from the rest and already has an association with archery in the players minds.

     

    Could maybe throw a bone to realism by making the target a straw/hay target instead of a piece of plywood.

    • Like 3
  4. 15 minutes ago, wackyserious said:

    What if one type of unit will use leather armor, while the other unit types will use bleached leather or white linothorax and the other one will all use chainmail?

     

    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. :)

    • Like 1
  5. 8 hours ago, elexis said:

    Typically (as in other games) the skybox doesnt move when the user moves and is rendered first (so the size of the skyset and map doesn't matter and it appears indefinitely far away).

    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:

    screenshot1327.png

    • Like 1
  6. 8 hours ago, LordGood said:

    Shields on top make it look a little too defensive

    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.

    8 hours ago, stanislas69 said:

    I remove it when uploading on Sketchfab :) you can check it on the blender file :)

     

    Nice plugin.

  7. 1 minute ago, stanislas69 said:

    Maybe something like the way we deal with damaged templates could work, still needs coding though. Wouldn't that increasing of actors be quite problematic for the balance of the game ? If you have 5 types it's complex, but if you have 15 it's probably completely impossible to manage.

    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.

     

    Quote

    Also, I guess people would just build the strongest unit anyway, wouldn't they ?

    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.

    • Like 2
×
×
  • Create New...