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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Thanks for trying out my idea. Too bad can't have updated actors/wall tower meshes to match.
  2. B1 is bad as I indicated. There is an impact on screen but if the catapult is off screen there is no impact sound.
  3. I was trying to conceptualize them as simple and moody, rather than busy and complicated.
  4. lol, well, I just sent the zip -- with some accidental files I didn't intend, but oh well -- and it was someone else's job to parse.
  5. Amended: I'd commission like this: Background layers: Hoplites like the image, more authentic shield patterns though Persian Immortals/ Sparabara Indian Maiden Archers and Yoddha A shield wall of Celtic warriors Roman soldiers from the Republican era Then can commission a couple of heroes for each, which can randomize over the proper background layer. Boudicca and Vercingetorix over the Celtic background, for instance. Dreaming even further: I'd do batches for the Kushites and Chinese too. Maybe Carthage and Egyptians to round it out.
  6. Yes, this is very much needed. Because right now, if the catapult is outside the camera view, but the rock hits the building, there is no sound, because the emitter is the catapult, not the damaged building. The target should be the emitter in this case. I think these would be good: "Damaged_Catapult" "Damaged_Ram" "Damaged_Arrow" "Damaged_Sword" "Damaged_Bolt" "Damaged_X" = whatever we can think of, or mods, say "Damaged_Magic" could be possible, see: Hyrule:Conquest. And yeah, a lot of sounds could be reused or grabbed from existing sounds. I haven't look in a while but the sound SVN repository might have a bunch of stuff to grab. Some dreamer stuff:
  7. Yep. Or maybe not. Depends on who you get. Deviant Art is full of talented people. Also, it depends on the composition of course. The top one has a lot less going on than the bottom one. I'd model them all off the top one anyway.
  8. LOL yeah. But even this image is incorrect. Mostly the shield patterns.
  9. Okay, great. So, here is how you should do file names: template_structure_special_slave_market then: structures/slave_market_egypt_nubia structures/slave_market_gaul structures/slave_market_greece structures/slave_market_iberia structures/slave_market_middle_east structures/slave_market_north_africa etc. Then all the slaves can be named per ethnicity, so: slave_african_egyptian_male slave_african_egyptian_female slave_african_nubian_male slave_african_nubian_female slave_asian_indian_male slave_asian_indian_female slave_european_greek_male slave_european_greek_female slave_european_roman_male slave_european_roman_female etc. or however you want to group them.
  10. If I was in charge, which I'm not, I'd commission an artist to create a series of backgrounds, one for each faction in the core game. Two layers: The background layer, and the foreground soldier/unit/character looking over his/her shoulder at the player, like, "Join me, or die!"
  11. The Slave Market template name should follow the existing convention. So,: If it's a structure like DE's merc camps, then: template_structure_special_slave_market or, if buildable by factions, then: template_structure_economic_slave_market Then, the slave file names should follow accordingly: If the Slave Market is like DE's merc camps, then: slave_nubian_male slave_nubian_female slave_roman_male slave_roman_female etc. to group them all together in the entities list. If the Slave Market is a buildable structure, then the slaves should be named: kush_support_slave_male kush_support_slave_female rome_support_slave_male rome_roman_female ------ So, is the Slave Market like DE's mercenary camps? A structure already on the map that you must capture? Or are they special buildings each civ can build?
  12. Now all we need is for the sounds to fire when the projectile hits the ground too. Also, the sound engine has it backward. The impact sound should play when something is struck, not when something strikes something. What I mean is, the impacted entity should call the sound effect, not the attacking unit.
  13. I'd like a spy/assassin unit to be possible. I really liked the spy unit from Command & Conquer: Red Alert. It's just not possible at the moment.
  14. Well, doing forest auras for speed and vision is pretty easy. The garrison thing is harder, though probably not that hard. It's just not something I think official team would be interested in.
  15. Yes, I have thought of doing that with the Groves. Also, it would be cool for some civs to be able to "garrison" into groves as part of an ambush feature. So, if you were Iberians or Celts, you could garrison a battalion of soldiers into a grove of trees near the enemy base, and then ungarrison them at some opportune time to take the enemy unawares. Your troops could stay hidden in the grove for as long as there is still over 50% of the wood available. After that, your troops are pushed out and ungarrisoned, kind of like how when a building gets too low health it spits out the garrison.
  16. 500 pop is really only about 250-300 units though, with DE's population mechanics.
  17. You can do that, but the 2nd tier that wasn't unlocked with your first tier choice will still be there, visible in the UI. There's currently no way for the next set that shows up to be determined by a pair choice. I get what you're trying to do. You have a blacksmith specialization tech, it's a pair. Depending on which one you choose you want to unlock separate groups of new techs. You can do this, but there's no way of preventing the not-unlocked techs from still showing up in the UI. They'll just be forever grayed out. But that opens a new possibility of putting tech at the end of the chosen tech route that unlocks the un-chosen route. You just have to follow the chosen route first before you can unlock the unchosen route. Though, I can foresee a snag in that one too, where once you go down the 2nd route you get to the end and get a tech that unlocks the first route again, but you've already researched all those. lol
  18. The eyes should be much higher. Whole face is thicker.
  19. Good early-mid because of the 0 food cost, and good late-game because they cost 0 pop. Can train over the pop cap. Also helps early-mid to give a defense without getting housed. If we never get battalions, I may remove heroes and instead go with commanders/officers, banner carriers, etc. to take the roles of heroes. If I do that, can add mercenary captains as trainable units.
  20. Those animations are so awesome. One last attempt to convince you about the horse head shape. I'm anal about this because everything else you're doing looks so good, it'd be a shame to not hit perfection.
  21. Ideally, you'd be hiring mercenary companies, in battalion form, not individual dudes.
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