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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Consider that A22 is probably 2 months away, one can guess that the cavalry anims will be done by then too.
  2. They are newer than most of the other roman helmet actually as far as I can tell -- they use much newer texture.
  3. I think the bronze should be smooth. Helmets are highly prize by the men and when go into battle they are clean and polished. Also if make a helmet with a visor, such as Attic style or Thracian style or Chalcidian style, go ahead and use geometry for the visor. Also when model helmets, model from good references, not just imagination. Good luck guy. I like you.
  4. I think he was using metaphor. It is not really mining metal from the ocean, it just represent the other tradable resource captured or harvest from the bountiful sea.
  5. Falx should be for Dacians. Maybe look in Britons civ profile for clues. The authors should be at the top.
  6. This was unforeseen behavior, but why not? The more hero the better.
  7. Need highlights around the mouth, right now look in shadow.
  8. @niektb and @Lion.Kanzen get credit for some icon, that's true. Forgot to tell enrique that much, I knew I forgot somebody!
  9. I use Celtic archer as the 2nd Gallic/Briton mercenary from the mercenary camps. 1st one be the Naked Fanatic of course.
  10. Let's think of Spartan trait or historical event that is well known or impact to their character. I like "Peloponnesian League" as the bonus name, because it implies "team" or "alliance" in the name, but what is the effect? Sparta had dual kingship. Sparta had a council of peers or citizens. Sparta culture was admire, even by some prominent Athenians. Sparta was insular and fearful of servile revolt. Spartan women were emancipated. Sparta supported oligarchic governments in "allied" or servile cities. Sparta famously did not have city wall until the late Hellenistic age. Sparta famously took youths at young age to train them in the Agoge. Prominent families in other cities sent their sons to Sparta to be trained in this way too. Sparta often had contingent of other cities soldiers on one of the wings of their battle line, like Tegea or Mantinea or Corinth. Maybe the bonus is allied player soldiers get attack boost when near allied Spartan soldier or hero.
  11. Make the oars a separate animated actor with no AO, and the main part of the ship a non-animated actor with AO.
  12. Juggernaut can just be ptolemies special tech to improve the quinquereme. definitely, with AO maps etc. The greek trireme definitely needs AO map.
  13. Could have entity flags that make them show up base on victory condition or gametype. Use tokens.
  14. I like the idea of capture points. Could use mercenary camps for this.
  15. Thracians, Scythians, Aksumites, Hans, Pontians, Numidians, and maybe Armenians. These would give a great variety of strategies and variety of artwork.
  16. In DE, has tech called "Tax Collectors" at the market building. Gives trickle of Food, Wood, Stone, and Metal resource for each market. Adds up over time. In the house, there is also tech called "Ancestor Worship" that give very small trickle of Glory resource for each house.
  17. no problem. Maybe find a suitable height and then use the flatten tool to make the whole floor that height. Experiment. Atlas is not a bad editor. It has a lot of potential and is easy to use at an alpha stage.
  18. Best solution for you right now is to go to Atlas map editor, lower the water level so you can see the ocean floor, then raise the ocean floor so that it is not so deep. Then raise the water back where you want it to be. The camera still tracks to the ocean floor, but if it is not too deep the camera will not submerge.
  19. No, a programmer needs to fix it in the game engine so that it work for all map. We will have to wait -- problem happen on my map too. Hopefully a programmer will see this and decide it is interesting or fun to work on it. lol
  20. Pieces height can be calculate relative to water plane height.
  21. Sorry, Trac is the way problems are reported and worked in by team mates and open source contributors. trac.wildfiregames.com Here are list of active Trac tickets: http://trac.wildfiregames.com/report/1 EDIT: Here is relevant ticket: http://trac.wildfiregames.com/ticket/3892. IMHO this is a very important ticket. #3892 new defect Camera height should be relative to water level Reported by: sanderd17 Owned by: Priority: Should Have Milestone: Backlog Component: Core engine Keywords: Cc: Description Currenty, the camera height is only relative to the ground level. So on maps with deep water, it's possible the camera gets submerged suddenly when zoomed in. And example can be seen on the Golden Island map. In a less extreme case, the camera can still come very close to the water level, and it's possible to get the camera into some ship. The camera height should be calculated as being relative to the maximum of the ground and water level
  22. This has been problem for long time. Let me see if there are TrAC ticket.
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