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wowgetoffyourcellphone

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Everything posted by wowgetoffyourcellphone

  1. Everything is pushed to Github. I think everything in the first post is in, except the Fire Ship tech, but I'll do that soon. Some costs are slightly different, but the first posts is pretty close to the current implementation.
  2. I honestly think Heroes could do that if we refocused them more and allowed the player more Hero options.
  3. Very old video of my old abandoned project with @RedFox
  4. A great basis for the Seleucid cult statue? https://sketchfab.com/3d-models/apollo-belvedere-fe5c0cffdc2a4f3985872212c692af0c CC0 model^. Would need an AO and Normal map baked from the high def model, and then the model streamlined to less than 2000 tris, if an artist wanted to tackle it.
  5. Thanks! Still working on it. Placing units on wall battlements has been in the game for a few years now.
  6. Thanks. Just about to push some more to Github. Admittedly, the ramming ship implementation is hacky, but works well enough for now.
  7. In Delenda Est, the "Dock" structure from the base game is split into two separate buildings: The Commercial Dock for Fishing Boats and Merchant Ships, and the Naval Shipyard for all Warships. Naval Shipyard Village Phase Units: Scout Ship Cost: 100 food, 100 wood, 20 seconds, 2 pop Health: 200 Attack: 20 pierce/2 seconds Attack Range: 50 meters Vision Range: 80 meters Armor Hack: 5 Armor Pierce: 2 Armor Crush: 5 Garrison: 10 Techs: Lookouts Cost: 50 food, 50 glory, 30 seconds Effects: Scout Ships +33% vision range; all other Ships +10% vision range. Unlocks “Exploration” for the Carthaginians and Han Chinese. Civs: All with Scout Ships Exploration Cost: 100 wood, 200 glory, 30 seconds Effects: All Land Traders and Ships +20% vision range and +10% speed. Civs: Carthaginians, Han Chinese Town Phase Units: Arrow Ship Cost: 200 food, 200 wood, 25 seconds, 3 pop Health: 400 Attack: 20 pierce/1 seconds Attack Range: 60 meters Vision Range: 70 meters Armor Hack: 8 Armor Pierce: 5 Armor Crush: 1 Garrison: 30 Special: Fire Ship (Britons, Gauls, Han, Iberians, Scythians, Xiongnu) Cost: 250 wood, 30 seconds, 1 pop Health: 500, -5 health/second when ignited Attack: 25 fire/second when ignited Attack Range: 10 meters (melee) Death Damage: 500 fire/20 meters Vision Range: 50 meters Armor Hack: 5 Armor Pierce: 8 Armor Crush: 2 Garrison: 0 Techs: Shipwrights Cost: 200 food, 200 glory, 40 seconds Effects: Shipyards work 20% faster (Warships −20% build time; Technologies −20% research time). Civs: All with a Shipyard Flute Players Cost: 200 food, 200 coin, 40 seconds Effects: Warships +10% speed. Unlocks “Flanking Maneuvers.” Civs: All Naval Oxybeles Cost: 200 wood, 200 glory, 40 seconds Effects: Arrow Ships +10 crush damage and +10% range. Civs: All with Arrow Ships Burning Pitch Cost: 300 wood, 100 glory, 40 seconds Effects: Fire Ships +20% health and +20% attack damage. Civs: All with Fire Ships City Phase Units: Siege Ship Cost: 300 food, 300 wood, 30 seconds, 4 pop Health: 600 Attack: 100 crush/4 seconds Bonus: 2x vs. Buildings Attack Range: 80 meters Vision Range: 90 meters Armor Hack: 1 Armor Pierce: 8 Armor Crush: 5 Garrison: 50 Ramming Ship Cost: 200 food, 200 wood, 25 seconds, 3 pop Health: 400 Attack: 200 hack/8 seconds Bonus: 2x vs. Siege Ships Attack Range: 15 meters (melee) Vision Range: 60 meters Armor Hack: 5 Armor Pierce: 1 Armor Crush: 8 Garrison: 30 Special: Corvus Trireme (Capturing Ship; Republican Romans) Cost: 100 food, 300 wood, 25 seconds, 3 pop Health: 400 Capture Attack: 20 points/5 seconds Attack Range: 15 meters Vision Range: 60 meters Armor Hack: 4 Armor Pierce: 2 Armor Crush: 8 Garrison: 30 Garrison Effect: +1 capture/soldier Techs: Flanking Maneuvers (“Periplous”) Cost: 300 wood, 200 coin, 40 seconds Effects: Ramming Ships +25% speed and acceleration Civs: All with Ramming Ships Naval Ballistae Cost: 450 wood, 300 glory, 40 seconds Effects: Siege Ships +20% attack range Civs: All with Siege Ships Ship Cladding Cost: 450 wood, 300 glory, 40 seconds Effects: Warships +1 hack, pierce, and crush armor. Civs: All Special: Persian Patronage Cost: 400 coin, 400 glory, 40 seconds Effects: Warships −50% build time. Civs: Spartans after choosing the hero Lysander Empire Phase Units: Siege Ship (Macedonians) Cost: 300 food, 300 wood, 30 seconds, 4 pop Health: 660 Attack: 100 crush/4 seconds Bonus: 2x vs. Buildings Attack Range: 80 meters Vision Range: 90 meters Armor Hack: 1 Armor Pierce: 8 Armor Crush: 5 Garrison: 50 Special: Corvus Quinquereme (Heavy Capturing Ship; Republican Romans) Cost: 200 food, 400 wood, 30 seconds, 4 pop Health: 600 Capture Attack: 25 points/5 seconds Bonus: 2x vs. Siege Ships Attack Range: 15 meters Vision Range: 60 meters Armor Hack: 1 Armor Pierce: 8 Armor Crush: 5 Garrison: 50 Garrison Effect: +1 capture/soldier Techs: Flaming Munitions Cost: 800 wood, 400 glory, 40 seconds Effects: All Ranged Ships +25% attack damage Civs: All with ranged ships Bronze Rams (“Chalkemboloi”) Cost: 400 metal, 400 glory, 40 seconds Effects: Ramming Ships +50% attack damage Civs: All with Ramming Ships Undergirding Cables (“Hypozomata”) Cost: 500 metal, 300 glory, 40 seconds Effects: Arrow Ships and Ramming Ships +33% health Civs: All with Ramming Ship and Arrow Ships, but no Siege Ships. Marines (“Epibatai”/“Classiarii”) Cost: 400 food, 300 glory, 30 seconds Effects: All Warships (except Corvus Ships) +40% capture resistance. Civs: All except Republican Romans Special: Zea Ship Sheds (“Neosoikoi”) Cost: 400 wood, 400 glory, 40 seconds Effects: Warships −33% build time Civs: Athenians vs. Special: Arsenal of Philon Cost: 400 stone, 300 glory, 40 seconds Effects: Warships +1 health/second self-repair rate Civs: Athenians Special: Naval Arms Race Cost: 400 wood, 400 glory, 40 seconds Effects: Unlock the “Corvus Quinquereme” for the Republican Romans. Civs: Republican Romans Special: Naval Arms Race Cost: 400 wood, 400 glory, 40 seconds Effects: Unlock the “Hexērēs” Siege Ship for the Macedonians. Civs: Macedonians Special: Juggernaut (“Tessarakonterēs”) Cost: 600 wood, 400 metal, 40 seconds Effects: Siege Ship +50% health, −25% firing time, but −25% speed, turning rate, and acceleration. Civs: Ptolemies after choosing the hero Ptolemy IV
  8. Patch for Naval Overhaul https://code.wildfiregames.com/D5213 Patch requires the latest SVN development version of the game in order to test.
  9. Stan is correct. To see an effect even in shadow, you need parallax. Luckily the game uses the alpha channel of the normal map for parallax, so it's just a basic height map.
  10. I'd rather combine any kind of water concept with Food, and then make the food resource more important and lessening Wood reliance.
  11. Github version will only work with the development version of 0 a.d.
  12. Select smal groups randomly and repeat the process a few times. It's much faster than doing every tree individually.
  13. Issues addressed: Fields buildable by AI again: https://github.com/JustusAvramenko/delenda_est/commit/faf3e47d599575bf4765855237fa58cc27ba2bbd#diff-189eb76bd8789cc65add6a147fe41706e37e19d34d54560656cb92cbda212676R18 Coin trickle: https://github.com/JustusAvramenko/delenda_est/commit/1072528cffca5a86969f597d5124f4b7694ee713 Glory loot and trickle: https://github.com/JustusAvramenko/delenda_est/commit/4d38d243b2cb231783688e1617ab7012887315ce
  14. Yep, a better way is to create a gray scale height map, where darker tones are "lower" and lighter tones are "higher." Then covert that height map with the normal map filter. You could use the old normal map as a kind of detail layer over your new normal map, but set at like 20% opacity, maybe. Depends on how it looks.
  15. May I suggest a critique of the normal map itself? I think it looks very busy. Perhaps reduce the noise level?
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