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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. This is true. But if the current team have different opinion, that is fine too. The current team does not have to do what the team back in 2005 wanted to be done for example. But if the cureent team does not believe in a hard formation concept, then the vision should be modified. If some want it and some don't want it, then it would be cool to have in the engine and then some mods can have them and the vanilla game can have soft formations. If vanilla game just go with soft formation, then just get rid of wedges and flank formations and all that. Just have the simple boxy/line like in Age of Mythology. If the soldier do not stay in formation and fight and die in formation, then there is no use for wedges and phalanxes and all that. Just get rid of all that and simplify. But if you do want formation to be integral to combat, then don't go halfway. That's all I am say. A note about hard formation and what I mean by not going halfway:
  2. If you guy s do not make the formations fundamental to the combat, then yes guys, you are doomed to failure. If there is not believe in the concept then why spend the effort to try to implement it? Srs questions. I have never seen 1 team member with strong voice say they like the concept. Are you implement it for mods? If that's true it is much appreciated, but in the end, for Vanilla game, you have to have a strong unified vision for the game's combat. Either you go all in with the formations and make them the core of the combat, or you just give soldiers a simple boxy/line formation (so they don't look completely unorganized) that they break out of all the time and be done with it.
  3. So, unit portrait in match GUI is presented in 128x128?
  4. Hmm, maybe. Biut will resizing (scale down) for match GUI cause artifact or other undesired thing (like look smudgy)?
  5. Maybe a page in game mod selector that load a page that have available mods with up/down votes and comments.
  6. I think wing should bend upward during down stroke (opposite of what you have). Just muy opinion.
  7. Reproduction are hard to find. But we can surmise that the obelisk would have been painted like the outside of temple.
  8. Nice Lion. Also, Obelisks can look newer and more interesting: The Seleucid version of the building can have statues instead of obelisks. I like the parallel.
  9. True, but the 0 A.D. would model from Asian elephant.
  10. Also, maybe the obelisks can look new instead of 2000 years old.
  11. Another view: This interpretation by the late-great Angus McBride I think, and is iconic.
  12. Yes, a special model for the Seleucid war elephant would be great.
  13. How I envisoned a military colony to be would be that the colonists are trying to plant their own culture in a hostile foreign land. So there would be a mix of their own architexture and the local architecture/building materials. I think this is heading in right direction. I didn't hate the fountain though. And the trees were not bad. The original image give the impression of a civic society that has to ensconce behind walls, which is the feel I can imagine.
  14. This is list of effect. I do not know if it is complete. http://trac.wildfiregames.com/wiki/TechModifications @sanderd17: Is the list the same for techs and auras? If you ask about civ bonuses, I don;t think there is 1 list of those, instead they are in civ profile pages.
  15. I think wings flap higher in up-stroke. Model looks great though.
  16. I uninstalled patch because it was deprecated by some official changes I think? Also, do you have a newer patch than 3 weeks old? I only see the one I was testing last week. If it works in your newest patch, then I stand corrected. I just noticed they added to default arrows in earlier patches. Good job fixing that! Sounds fair, looks like some CPP will be coming along... Yes, it have been problem ever since the units were added to walls some time ago. I have glad you agree. Maybe it's broken in the templates ? I do not think so, but in what way can the template be broken that affect this double-click behavior? I can investigation. BTW, in Trac ticket, I agree with @elexis: I agree with whole comment. Last part I highlight because it is perfect. It is the perfect compromise solution to all opinions express in this thread. Kudos to elexis for coming up with it. Though, I would recommend a dedicated button*. Side comment about garrison buttons. I think garrison buttons should go in the garrison panel of UI, like in all other AOE game, including this new button that would "restock" the empty parapet with fresh (ranged) garrisoned troops. Okay, so you see the ungarrison button on left. Then numbers showing 6 soldiers out of 20 garrison slot. Then you see the "Reinforce Battlements" button. Click this to send more troop (of correct classes) from your inner garrison up to the battlement. The town bell icon is there to just show placement in case the building have town bell.
  17. IMHO all building mesh should be made with garrison and projectile prop point, whether at this point you know they shoot and garrison or not. Artist never know what kind of modding or even what turn the official game will take. For instance, I don;t think many of the house model have garrison flag points, sadly. This might be a good task for a new contributor (or maybe we'd trust a long time contributor more to put the points in more aesthetic places).
  18. I agree that the 4 triangle roof look kind of Chinese maybe? Gables on each end would probably look more Greek. Orherwise it is nice. And like Lion said, don't forget 'garrisoned' prop point. EDIT: I think the cloth texture is way too specular. Look like plastic in the game!
  19. A couple of thing to fix. 1. When select a visible garrisopn unit, the selection ring should be at his feet, not on the ground beneath the building. This is especially visible on gates, but affect all visible garrison building. 2. Double-click behavior. Sometime double-click work, but most of time it does not. Cannot double click all the same dudes on a fortress wall. :\ 3. Visible Garrisoned unit should not add to the building's default arrow count. I mean the arrows that are counted from the <BuildingAI> element. Only dude inside the fortress add to the default arrows. Okay, to simplify the behavior, the VisibleGarrison points should be stocked with units when on the act of garrisoning. This is what happen now. Any visible spots that become emptied by a death don't get restocked unless more soldiers of the right type are garrisoned. You guys worry about micro, but as I have testing this stan's patches, there is so much going on that I do not worry about the micro. I just garrison my archers to get them to show up and they shoot. Meanwhile, I worry about flanking the enemy attacking force with another ground force of my own because I know my fortress will not last long anyway. If I see my archers on parapet dying, I garrison some more archer inside. The dudes already still inside add arrows to the default arrows, I don't worry about the micro too much at all. If you want to, you can show the individual slot in the UI, but we would need to UI redesign. Kind of like Ancient Wars: Sparta...
  20. Good work, but can you put the different variation in different layer groups? It is confuse right now. If you do that, I can do something with the file and get some texture and actor files going. EDIT: Nevermind, I mess with it in PS and I can see I can get a lot of good variation for texture. I see what I can do this weekend.
  21. Started Adriatic Coast map. I aim for this: But the Atlas terrain update bug is very hard to deal with.
  22. Hi, I have a couple victory conditions ideas that could be easy to implement for next alpha if you like them. Conquest Civic Centers Lose all Civic Centers makes timer 5 minutes to defeat. This always seemed like the important thing, to protect the Civic Centers at all cost. Conquest Any Any of the criteria for any Conquest condition can be met for victory, So, kill/capture all enemy units, or kill/capture all enemy buildings, or kill/capture all enemy Civic Centers (for timer victory). This give multiple paths to victory.
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