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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. 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.
  3. It's about time to fix the Lion attack sound, nay? Timestamp: 9:15
  4. 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.
  5. 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.
  6. Wouldn't more harmonious colors make it easier to incorporate player color? Or at least help make the player color stand out.
  7. 1. The skybox proportions are also wrong if you look at it. Looks like a pizza box. The sides are squished, compressing the texture. 2. Also, the skybox doesn't seem to move upward with the average height of the map, so that the "ceiling" of the skybox by default is very very close to the terrain on the default blank map in Atlas. This causes some problems, notably with water reflection of the sky on user-created maps. The solution to that particular problem is to lower the default height of the blank map to something like height="2048". As always, see Delenda Est for this viable and easy solution.
  8. I have complained about the skybox for a long time. Perhaps there is a ticket.
  9. https://trac.wildfiregames.com/changeset/20389 @mimo Looks like the structures are: {civ}_barracks {civ}_elephant_stables {civ}_range {civ}_stable No 's' {civ}_workshop No 'siege' [mace's siege workshop needs renamed]
  10. The unit texture sizing needs changed to 1x2. That way the legs/skirts may extend naturally downward. Then the top part can be for both arms. This way, there can be asymmetry in the texture. For instance, Romans of the Punic Wars only wore a greave on one leg, not both. Currently, there's no way to do this in the texture. If we do as I say, this asymmetry can properly be addresed, and issues that you bring up in this thread can be solved as well. It would also solve the long skirt problem for females as well as males. But that's a lot of textures to fix/change. Perhaps a script can be written to rearrange the existing textures in batches. Then all the artists have to do is a bit of cleanup.
  11. This is a problem with Alpha 23, not Delenda Est. I tested it in Alpha 23 and still got this. Public mod only, Delenda Est disabled. So, I tested it with the Alpha 22 release and got no visual error. Only new skeleton in A23 over A22 is the target marker.
  12. I think the point was, and I'm just guessing, that it would be more profitable for the player to build 5 farms, each with a worker, than to stock 1 farm with 5 workers, given that the need for food is greater than the need for the wood to build the farms.
  13. As far as realism goes, yeah slings and arrows doing damage against a barracks is pretty silly. But as a gameplay abstraction I don't mind arrows and lead bullets doing some damage. 99% pierce armor is fine with me. Still takes a darn long time for a bunch of slingers to take down a barracks at that level of pierce armor, as long as slingers don't have crush attack; significantly longer than it takes the same number of spearmen or swordsmen. Ima do some tests, brb. I could do it with maths, but fighting things out in Atlas is so much more fun! EDIT: In Delenda Est, 30 slingers of mixed rank, representing a likely force of slingers raised by a player, it took them 4 minutes to take down a barracks! lol The barracks had 96% pierce armor. This is okay to me. lol By stats alone, it would take them 12 minutes to take down a fortress, but in reality they never would because they would be killed by the arrows shot by the fortress, as the fortress outranges them, rightly so.
  14. There's no shame in trying something out to see if it works. Isn't that one of the things an alpha is good for? If it works, keep it. If it doesn't, modify or remove it and try something else.
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