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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 12 is the classic Corinthian helmet that we all know and love, 6th and 5th century. 16 is a more refined version for better hearing, which I really like, 5th and early 4th centuries. It's my favorite Corinthian variation. Notice how the face and cheek pieces of the helmet have a general taper down. #20 is an excellent example of a Thracian-style helmet, used across the Hellenistic world in the 4th and 3rd centuries. Great for pikemen, mercenary hoplites, and maybe even elite archers.
  2. The textures are much smoother and much improved. They look like nice smooth metal helmets now. Critiques: - Corinthian helmet cheek pieces look a little "broad" to me. I think the overall face of the helmet should taper more, and the eye holes should be smaller. - The "Thracian Cap" helmets are confusing to me. They may or may not be accurate, I don't know. Maybe I just think they're ugly in general. lol - Some of the helmets have cheek pieces that are modeled to be more like ear muffs. Maybe revisit the geometry of those.
  3. @Alexandermb: Do you think those skeletons conflict with the gastraphetes one?
  4. Exactly, and you can be as granular as you want. You can have Europe as a region and then also Italy, Aegean, Mediterranean, Gallia, etc. as more regions. And any given civ can be in any number of regions, especially the big empires. It's all very possible and already in DE's civ.jsons in case @s0600204's patch is ever committed.
  5. I'm not going to litigate this again. I'll just point to this: http://www.moddb.com/mods/0-ad-delenda-est/news/battalions-and-formations
  6. I really like that they showcase Aurelian. In many ways, I view him as the last traditional Roman.
  7. I agree, and some of the helms don't sit naturally on the heads. Some of the helms have odd geometry and the textures are strangely grainy.
  8. While the mockup is sexier, the patch is actually more functional, what with the regions and cultures functionality. Would be nice to combine the look of the mockup with the functionality of the patch.
  9. The key is to just implement the hard battalion system. Voila.
  10. This is true. But folks must remember to manually put them into formation to make sure their army arrives together and semi- quasi- pseudo- organized.
  11. How come this is such a bottleneck? Just curious... It's awkward, especially for first timers. It's one of those usability things that should have been implemented like 2 years ago.
  12. I believe the problem was a deprecated file I had from ye olde visual arrows indicator patch. I have since deleted that file. While the interest is appreciated, I merely keep the mod up-to-date for my own amusement. There will be no A23 release of the mod.
  13. The top one is a mockup. Bottom one is a long-deprecated patch that @s0600204 created 2 years ago now? It uses things like this in the civ.json files to allow factions to be sorted by various cultures/regions: "Name":"Egyptians (Ptolemies)", "Code":"ptol", "Culture":[ "egyptian", "successor" ], "Region":[ "mediterranean", "africa" ],
  14. I have these skeletons in DE. Could any of them interfere? BTW, @stanislas69: Why aren't your new bows in the core game yet? So much good stuff scattered on this forum. Such a waste. Your bows, the goat someone did, zebu, etc. Goat.xml weap_greek_bow.xml zebu.xml chin_blacksmith_wheel.xml Chin_Shoushe.xml
  15. If like gates, they can have multi-obstruction. I do this with the Roman Triumphal Arch, which allows units to walk beneath it.
  16. The best hack I can think of would be to use the wall code and upgrade code. Make a wallset where the aqueducts are the wall segments, and large generic plots are the "wall towers." Then those plots can use the upgrade feature to upgrade them to various buildings. They'd just all have to use the same obstruction size as the plots/wall towers. Nevermind, you're already trying to do that. lol
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