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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. That could work, but I did not want to bother to ty to mod the UI code. This is good, and will be nice addition. I look forward to it. The layout look awful though. One thing I do not think team put a lot of thought into is the look of UI. Big immersion factor (look at the trading window in the game, is bad). Yes I know time and effort is limit. Iteration as always is key.
  2. If the mountains are different enough from different viewing angles, then variation would still be there. This one here looks a lot different from different angles: http://www.turbosquid.com/3d-models/3d-obj-rocky-mountain/654220
  3. More shot of River Oxus. If/when the map resizing patch committed, I can make of 4 player version. Right now, just 2 player version.
  4. I also honest to goodness think that the game should have mesh mountains. 3D meshes with custom texture. Maybe 5 or 6 for each desert/alpine/temperate/Mediterranean/tropic. Just need some template flags to affect camera zoom.
  5. Starting a new "Bactria" style map called "River Oxus", the major river that run through the Bactrian valley. Bottom half of map is green and trees. The top half across the river is mountainous and have many passes and treasures. Based on images like this: I think the game should have new water type called "Rapids." @wraitii
  6. A "skirmish" object in Atlas that spawn barbarians would be a cool one. Maybe call this mode "Barbarian Invasions"? First must decide this a mode or a game feature? If just a game feature with no other special condition, could just be a toggle thing like treasures in game setup instead of an actual "mode". The game does not have very defined "modes" right now anyway. (game does not have a death match mode yet, and regicide reminds me more of a mode than a victory condition; could have Lightning mode too; if do modes like this, then Barbarian Invasions/Survival of the Fittest would be more like modes that have definded conditions and stuff, but this all take more thinking).
  7. The process making of new animations will take at least 2 more alpha it seems to me (I would like to be made wrong). So eventially the fact that new models and animations will be in the game does not mean this unit can't be put in the game now. But I leave that up to the wise game designers at WFG. I added the Infantry Royal Guard to DE because I wanted to. Saw a hole in the Egyptians roster and filled it. No need for a committee, is nice.
  8. Okay, I have seen this behavior when playtesting map inside Atlas. Are you playing the map inside Atlas or through the full game?
  9. Oh, yeah the AOM shield bash was not realistic. A real shield bash would be more of a forward punch than a back hand @#$% slap.
  10. I don't think shield bash would look bad. AOM's hoplite unit have a shield bash attack variation and it look fine. These animation are only 1 or 2 second long.
  11. Variation should only be done with props, because you want to have the same basic shape to be there at all time for quick recognition by the plaers. Only building I think should change dramatic appearance is Civic Center (to show leveling up the settlement). I think just start with them and see how that work (also, maybe Wall towers can change appearance with individual upgrade, but these is special case).
  12. I do think other game do this too. Is a good idea, Greendog. Also, I think trees (and other object) should have a flag in template that allow buildings like walls (or any other building) to be built on them (the tree or object disappear). This would help a lot too (also make things easier for AI to place thing like wall?).
  13. Yes, but I had to photoshop the helmet because the helmet prop point is rotated backward wrongly.
  14. This is good "hack" for the current behavior, but I must admit Bedouin's ideas are a lot better.
  15. Visible garrison points need the VisibleGarrisonClasses patch, badly.
  16. Are you sure this work right? I try with Persian Immortal and this did not work to add a 2nd attack. He just used the range attack.
  17. Yes, many game have this thing. I was just saying it would not have yet effect on gameplay (like stats or turn time or direction bonus or anyhging like that). Still would be good to have.
  18. This sounds right. I misreadmembered and thought it was 20 gold. 200 gold sounds better, and I like themax cost.
  19. I think the non-linear makes sense, but I think the linear makes it easier or players to underatand how much it costs and why it costs that much. Know what I mean, bromethues?
  20. This was not a problem in AOK or AOM because Omniscience or Spies/Treason can be disabled in scenarioes.
  21. Hmmm, interesting as proof of concept, but have some problems. Destroying the shack does not remove the "projectile" after death. Ideally, the "tunnel" should "collapse" or cease to exist if the shack is destroy by the enemy. Also, would be good to see a "trail" like Bugs Bunny or like Rome:Total War. I like seeing the "dust" from the mine entrance (I'm calling it the shack, lol) showing that units are at work inside. I like that. But I think some new mechanics will need coded and using current mechanics has too many problems.
  22. In am try a new style of portrait background too. I like the new style over old style, but it would mean remaking a lot of portrait. We will see for next alpha release.
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