Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    11.012
  • Joined

  • Last visited

  • Days Won

    556

Everything posted by wowgetoffyourcellphone

  1. Yeah, imagine the ram is being powered by soldiers inside who station their shields on the outside of the ram while they focus on pushing it to its target. I'd also imagine the roof planks would be vertical, but that's up to you really. i think the longer planks stretch the texture too much, especially on the right example.
  2. Why wouldn't they? A battering ram is like the most basic siege weapon of all time. ALL TIME. But anyway, yeah I'd think every civ would have a battering ram at least. I think it should have more shields along the sides. [the Roman ram's texture is supremely oogly moogly.]
  3. Hopefully that'll be changed eventually. 0abc's simulation folder, though only 2 MB in size, already contains over three thousand files. When starting a new random map, getting to 99% takes seconds, from there to actual start of the session takes several minutes. I assumed that this is because the core game's files in A22 are compressed, so load quicker, while the mod's files are uncompressed. Is this wrong?
  4. The Mauryan elephant archer is different. There is a reference somewhere here... But anyway, the basic has 1 archer, the advanced gets 2 archers, and the elite gets 3 archers.
  5. Nice! I like how the archers peek around the guy in front of him. Now the drivers need a lot of help too. They melt into the elephant's neck. lol
  6. 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.
  7. 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.
  8. All of them. The current elephant drivers only use the old unit meshes.
  9. Can you try fixing the elephant drivers? That would be something that could get committed quickly.
  10. Seleucid cataphracts would have looked almost exactly like this: Full barding wouldn't come until the Parthians.
  11. This would make a great tech icon. This is a good start for the archery range. Needs some texturizing. Shake and Bake.
  12. I ping Enrique because I know for sure he is working on horse animations too.
  13. Looks nice. Should have a clasp in the front methinks at the top near his throat. Maybe torques can be props around the neck:
  14. I think occasionally a horse or two could be turned around. Where player color? Shields would help.
  15. 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.
  16. I like it. Is there any chance the Spartan range could get a redo? It's looking out of place compared to all of the others. Just my opinion of course.
  17. 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:
×
×
  • Create New...