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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. They do this in A22 too, actually. I played it today and that particular AI behavior was annoying af, if I'm honest. The pace in the game is just out of control and the AI plays like a top tier twitch gamer. That's a compliment to mimo in a way, in that his AI successfully takes advantage of the game as it currently exists.
  2. It's possible to use particle effects for this, called upon death. Making bloodied textures for all units would take quite a bit of time though. I think bloodied unit corpses would need some new code to add a 2nd uv to all unit meshes so that a blood texture can be applied, kind of like a decal over the mesh.
  3. The Celtic naked fanatics I intend to make actually naked.
  4. So.... I was accepted into the beta. Downloaded it, and.... single player has been disabled by the devs to force players to test multiplayer. lol. Even the parts I do have access to are buggy and feel like an alpha. I tried multiplayer and it bugged out. Couldn't join a game. I'll wait until single player is re-enabled.
  5. Walls. Make all wall towers shoot 0 default arrows. Visible garrison only, just like wall sections. No rooftops. Just a slight range buff for archers over garrisoning walls. In city phase all civs can upgrade individual towers with sentry houses for a cost. This adds a roof and 1 or 2 default arrows. No garrison arrows. Give advanced civs option to upgrade individual wall towers further to scorpion towers that shoot scorpion/oxybeles bolts. No garrison arrows. Point is they shoot no extra garrison arrows and start out shooting 0 default arrows. Only later can you upgrade them to auto-shoot, but on an individual basis so that the cost scales up.
  6. Try https://trac.wildfiregames.com/changeset/20205, for new autobuild.
  7. I would love to do this, but it may need a custom unit mesh with a new UV map. I'll show you what I mean. Here is the current texture conforming to the current mesh and its uv map. You can see how the top and bottom of the skirt is separated. This makes things very difficult to put intricate patterns and details, or even folds in the texture. Difficult to line up on the model: I need a new dress mesh with a new uv map that can use a 1x2 texture, like this: That way I can make an awesome, intricate skirt.
  8. Spartans page. Anything else I should include on the faction pages? http://delendaest.wikia.com/wiki/Spartans
  9. I figured out the positions for garrisoned soldiers on the Fortress. Also, an attempt at Amanirenas, or Amanitore, or some other Kandake. Not entirely satisfied with this one. Of course, needs the bronze snake helmet. Here she is with her retinue. Shields temporary. 4K
  10. The Romans had a saying, "The ram has touched the wall." Meaning, that the inhabitants of a city or town have until the ram touching the wall to surrender, else once an assault has begun you are completely at the mercy of the besiegers. There are some things that I've always found weird that have been mentioned here: 1. Battering Rams killing infantry dudes in one blow. lololol. Why do battering rams attack soldiers at all? They should be 100% for destroying buildings, not mowing through formations of troops. 2. I think War Elephant attack should be rebalanced to be something like 60 hack, 40 crush. They still can be used against buildings, but are really much better against units. Give both a bonus vs. gates.
  11. That horse head really needs to be bigger. Even if it's a pony, the head would be bigger. Otherwise, I really really love the unorthodox idle animations you have there. Nicely authentic.
  12. You can create your own entry in \simulation\templates\special\player.xml with a custom class name, and then just give that class to the affected unit or building. So, like, if you wanted only 1 Link and 1 Zelda, you can create new entries in player.xml, named Link and Zelda respectively and set them to >1<.
  13. @stanislas69: Are you willing to try your hand at some "hair" helmets for the Kushite units? I know you tried some earlier when we talked via PM, but they weren't quite right. Up for trying again? @Sundiata What kind of fabric is this? I am very curious! Did they have the ability for such sheer fabrics in that time? I always thought it was some Hollywood convention!
  14. Right, if we want a game that feels authentic, then battles should primarily be infantry-based, with cavalry on the wings, raiding, and occasionally making crucial attacks that turn the tide. Most "balanced" armies of the time were roughly 85/15, infantry/cavalry. Greek city-states would be something like 95/5, while Persians, who relied heavily on cavalry, might be 75/25. The nomadic civs are definitely the ones that break the mould, with reversed ratios. So, while we shouldn't enforce such ratios, I think we can encourage this kind of gameplay via stats, unit roles, and combat features. Should a Spartan player theoretically be able to win with a massive cavalry rush? Sure! It should be possible, but it should be very hard to pull off, methinks. The opposite may be true for planned nomad civs. Some strats harder than others for each civ. I'd like to see a gameplay like this. Civs good at some strats based on history, but other strats certainly possible to pull off by a skilled player in some situations. Orthodox vs. unorthodox. Of course, it's all harder done than said. Hence, all these mods and balance thread. Just trying to present a theoretical framework for this stuff.
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