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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I think the point of the articles is that mythology omits large portions of Spartan culture and history and is probably not something we should emulate in modern times.
  2. https://www.thecollector.com/philip-ii-of-macedon/
  3. https://slate.com/news-and-politics/2024/01/sparta-300-warriors-history-slavery.html A good write up addressing the modern obsession with Sparta.
  4. Y'all act like this hasn't been solved in like 100 other games, the most applicable being AOE2, which has non-random fire and does not "break" the game.
  5. I would like this, actually. Random arrows by default, overridden by the player to target a desired enemy unit until it is dead or out of range, then it's back to random until it's retargeted by the player.
  6. The "random arrows with no control" just feels like a gimped or bugged feature rather than something desirable.
  7. https://www.wikiwand.com/en/Kingdom_of_Armenia_(antiquity)
  8. It was a literal translation, yeah. We can call it "Taixue", since that is an actual institution. It's not a military academy, but it's an opportunity to teach something about the Han.
  9. Coming in Alpha 27: Marian Legions. I took some Principe chainmail textures and added cingula and a little extra mail on the shoulders. You'll notice some Ptolemaic and Seleucid-inspired helmets mixed in a little, too. This is to show perhaps some war booty collected from these foes and does show up in a few references.
  10. On the contrary, perhaps it's an upgrade for the barracks: Imperial Barracks
  11. I suggest that armor can be set lower when an object is upgrading (similar to building foundations).
  12. Oh, they'd be in the top 3 cavalry-heavy civs for sure (similar to Scythians and Xiongnu for cavalry strength). Strong cavalry, weak siege and navy, but decent buildings. Maybe they have a civ bonus where their buildings start off weaker than normal in village phase, but get stronger with each passing phase.
  13. Spec map we can use one of those Ambient CG textures and will look fine, in-game. I was meaning to replace the "generic" spec textures with new ones anyway. For the gold hair, I think the diffuse needs to be darker, similar to this (without the highlights): Spec maps can have color, so the spec map in the hair area can be yellow, while the rest of the body is gray. So, you get a yellow shininess on a rich brownish diffuse (the hair), for a faux metal look, and the rest is just a normal light white highlight as if painted.
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