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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. 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
  3. 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.
  4. 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.
  5. All of them. The current elephant drivers only use the old unit meshes.
  6. Can you try fixing the elephant drivers? That would be something that could get committed quickly.
  7. Seleucid cataphracts would have looked almost exactly like this: Full barding wouldn't come until the Parthians.
  8. This would make a great tech icon. This is a good start for the archery range. Needs some texturizing. Shake and Bake.
  9. I ping Enrique because I know for sure he is working on horse animations too.
  10. Looks nice. Should have a clasp in the front methinks at the top near his throat. Maybe torques can be props around the neck:
  11. I think occasionally a horse or two could be turned around. Where player color? Shields would help.
  12. 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.
  13. 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.
  14. 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:
  15. I'm just happy to see some shields being used. lol They're such a great visual element that a lot of the new buildings are really lacking. Good logical places for player color too. Nice plugin.
  16. 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.
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