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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Hi guy. Also look in the game's sound folder. Many sounds there still unused in the game.
  2. I think the royal palace at Pella could work. Just makw it a little fancier than it was.
  3. Hi, tenement is square footprint now, 26x26 obstruction (the square footprint gives option of showing some kinf of courtyard in the middle)_. Still good direction though. Nearly perfect (though, I would not use shields for props). For Flavian Amphitheater, the statues in the arches can be 2D. Look at the Civic Center. Also, the awnings should be separate, not one big roof. Lookin good. But also be mindful of the scale. Should not be a 100% replica of the building (looking at number and size of arches),or else it will not look to scale with other building and wonder.
  4. Unit still will not attack eachh other unit or capture merc camps. It's weird, but they will capture gaia things like the celtic hut... I am lost here.
  5. I'm just commenting and giving an opinion that some other might share but don't comment. I just like 0 A.D.'s visual wayyyyy better (especially with the graphics turned on; the game look ugly when graphics turn off, but the graphics options in 0 A.D. make it gorgeous). ^this. 0 A.D. is the true successor to Age of Empire.
  6. Have to iomprovize brother. The style is right, just too many stories (too tall) and footprint too big. Maybe 4 arches wide x 4 arches deep would work! And 2 stories plus that extra thing on the roof. Is looking good though so far. Maybe have 3 variation. 1 with flat tile roof, one with sloped clay tile roof, and 1 with some kind of flat wooden roof (many insulae were cheaply made).
  7. Huge swathe of AOE fanbase dismissed AOEO from the start base on the screenshots and gamep;ay videos.
  8. Hi guy. I have made the imp_house footprint 30x30, and obstruction 26x26. To vompare, other "big" house are 18x18 footprint and 14x14 obstruction. https://wildfiregames.com/forum/uploads/monthly_2016_07/insula_a_1.thumb.png.e86e257f476328a94c9983e4738115dd.png https://wildfiregames.com/forum/uploads/monthly_2016_07/insula_b_1.thumb.png.cec1faccca3358422db27b7fe85037f9.png These have very good details. Although big one is too big.
  9. Alexanderia, Ptolemies capital city, was very Hellenic. Some other cities, that started as militaty colonies and colonies of Greek settleers were very Hellenic.
  10. A more woodish tint (yellow, brown, instead of grey) and I think is winner wiiner chicken dinner.
  11. Building look great in the game except the obelisk mapping. Maybe need more geometry for proper UV mapping.
  12. Same "audience" as AOEO. They failed. But maybe these just pre-alpha asset for gameplay testing, and not the actual "art design" direction of the finished game.
  13. They make a serious mistake with their art direction, like AOEO. Shame.
  14. I think it look really good. Only thing that needs to be better is the texturing of the obeliks. Maybe use the texture from the Temple Edfu wonder for the obelisk.. One more thing that I think would make it blend the two styles: Hellenic and Egyptian, would be to add the Hellenic entryway from Lordgoo's sketch.
  15. Another extension of this patch can be Structure Tree compatibility. For instance in my mod I see the Wooden Tower in Village phase in Struct Tree, but I do not see the Stone Tower upgraded tower anywhere. The Carrier Pigeons tech is in the Wooden Tower and when upgrade to Stone Tower you get more tech. These are all missing. Good opportunity for enhancement.
  16. But also keep in mind it is bugged when multiple building are selected and you batch train. The "time" cost should be the same as if you only select one building (the batches are train at the same time, but the tooltip things you are training them as one big batch and give wrong time estimate).
  17. Actually no. Fix did not work. Still cannot capture mercenary camp. hmm. Units won't attack enemy units eiuither. Only shooting buildings (towers, etc.) will attack enemies.
  18. 1.25x is comfortable speed for me 1x is realistic but feels slow. More than 1.25x feels too fast and unrealism creeps in.
  19. I can no longer capture gaia building with my men. The cursor does not show and if I right-click my men to the building (in this case a Mercenary Camp) they will just stand around it doing nothing. This is started happen recently, so I wonder if it is not because of new Attack.js cleanup: http://trac.wildfiregames.com/changeset/18465 http://trac.wildfiregames.com/changeset/18466 For some reason priests can capture building just fine (they can capture buildings in my mod), but soldier cannot. commands.txt
  20. Hi wraitii. Could you do this for enhancement of patch? I think, for an example if I upgrade a wooden tower to stone tower it should make the tower complete sound when done upgrade. So, when object switch to new entity, the training complete or building complete sound can be heard. Either that or have a new sound group for "Upgrade." Another enhancement I just think of would be to have a "Upgrade" animation type. For many units, can use the same anim as promotion, but can be 2 different types in the actor just in case.
  21. Yeah, points 2, 3, and 4 are fix! Cool. Point 1 would be important if for example the player wanted to upgrade a bunch of pikemen to champion level or something like this (in my example, upgrade more than one wooden tower at a time). I seem to be having a problem with capturing now. Unit can't capture Gaia merc camps in my mod. Maybe ther was change to capture code or attack code? Or was there some decision to not make Gaia things capturable? I don't know if it related to your patch. commands.txt
  22. Before, the upgrade of towers was with 1 tech and upgraded all tower at the same time by swap the actor (from wooden to stone). In this new implementation in the core game thanks to wraitii game can upgrade indicvidual structures and units. So, let's say you want to upgrade some of your legionaires to centurions*. Now the game can have this feature. Mods can have, say, Level 1 barracks, Level 2 barracks, etc. with this feature too (though, I have not try to see where the button would show up if at all if there is entities in productionqueue). So, now in my mod, you build the wooden towers and then can upgrade each tower individually to stone. Don't have to bank up a lot of stone to research one tech to change them all at once (though I can still keep this tech modified). I can perhaps make the Military Colonies of the Ptolemies and Seleucids able to upgrade to full Civic Centers individually. *
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