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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Some fountains or pools on the sides would work. Looks great though. Can maybe just call it "Temple of Apollo at Daphne". Maybe have golden statue of Apollo inside. EDIT: Watch your seems on the columns. Maybe turn columns so seams face toward wall.
  2. OMG Enrique. Look very nice. Though, this make me think the horse mesh look very thin and sickly. Looks like a horse the English use to hunt foxes instead of a war horse. Maybe just my imagination?
  3. The traffic may not be restrict, but visual the door look very small. You will see if you compare in Atlas.
  4. Hello fellow modder. Tonight I mess around with obstruction, with gate obsyructions. I think to myself that there must be a way to use the gate obstruction code in the template to allow soldier to pass under the Triumphal Arch. It was confusing at first, but here it is. It works: <Obstruction> <Static disable=""/> <Obstructions> <Right width="6" depth="9" x="6" z="0"/> <Left width="6" depth="9" x="-6" z="0"/> </Obstructions> </Obstruction> Okay, so I have decided that X = the center of the obstruction along X axis (left and right when look at face of structure). Width is the width of the obstructuin centered on X. I had to disable Static obstruction because it is not overwritten by the <Obstructions>. If the Static obstruction is left in, there is a obvious conflict and it throw error. So, disable the Static obstruction and use <Obstructions> like I outline in this post to replace. I think this only with with simple obstructions like the Triumphal Arch, but the game might be able to handle others more complex. Developer may be able to shed light.
  5. Hi LordGood. I think the gate structure can use some redesign. War Elephant need to walk through it (the gate is not high enough). Door should be wider too, for passage of multiple unit. (Roman gate has similar problwems). Compare with other gate houses.
  6. Paradise of Daphne would be perfect wonder, I think. That temple is a good start I think Paradise of Daphne had a large temple to Apollo, fountains, springs, gardens, etc. Having fountains and pools and gardens around a large Greek temple would be perfect. It could easily have footprint of Hangiing Gardens.
  7. Hi, for horse walking animation the front legs don't seem to extend the same at the knees.
  8. Why not have battalions for troops/soldiers and then individuals special units, like the spies (would be silly to have battalions of spies anyway), scout, etc. Battalions does not mean that there cannot be individual unit types.
  9. To add special abilities and things like this, you would need a battalion system as I have outline in other thread. Otherwise, too many units cause micro headache.
  10. It is actually a very useful change. I just have a lot of custom actors and modded actiors that will need changing to accomodate the new capability. lol
  11. The disappointment for me with AOE3 was the scale was way too small. I wanted huge musket and cannon battles with formation fighting and epic bayonet charges and trampling effects for cavalry and protracted sieges. Basically, take what lacked in AOE2 and move it forward and innovate the tactics. I felt like the game was hamper by the "Age of Empires Feel!!!!1" that had to be maintain at all costs to please a demographic. This is something I feel is hamper 0 A.D. too. I actually liked the Home City concept, it was just half-develop for my taste. They improve the home city in Age of Empires Online, but that game was crapola otherwise.
  12. Look like modders have a lot of work in the near future.
  13. I like this bow and arrow cursor for range attack. Should use it immediate.
  14. I think language can be used Ossetian. https://www.wikiwand.com/en/Ossetian_language What do other think?
  15. No, sir. The Indians "blouse" it up in the middle. I see if I can find good image to show. EDIT: Can have long version blouse above ankle: And short version blouse at knee: (man on left of course, haha) https://lurkerablog.files.wordpress.com/2012/11/20-13aogb-59-2007-kala-med-draget-sabel-og-i-uniform.jpg
  16. Also need variation for loose Indian-style pants or skirt that blouse below the knee, like the lungi or sarong. Men and woman variations.
  17. Hi, the Capitoline rooftiles can be bronze like this: (Parthenon tiles should remain white tho) Bronze tile texture attached. Spec and Normal map already in game.
  18. The Temple of Vesta and its beautiful aura, "Eternal Fire."
  19. Maybeplayer get something like this when player trains a hero: Since you have a hero to lead your men, you can have these policy that toggle their behavior. Attack or Capture. of course, player can override groups of selected units if they wish to.
  20. It's a little big, compared to something like the Great Pyramid and Hanging Gardens in the game. I think could have these change: - Maybe reduce size slightly, by 10% and reposition model to be centered correct. - Bronze roof tiles. Probably use the Parthenon rooftile texture for base and make bronze variation of this texture. - Some of the UV mapping texture stretch, can be fix. - Weld some of the model's seems for less aliasing when rendered. - More bronze statues along front of roof. This already look great so far, but can be improved to be perfect.
  21. Yep, need to make aura json files and call them in the template. Old template-base aura throw the error.
  22. Those are gorgeous Enrique. https://wildfiregames.com/forum/applications/core/interface/imageproxy/imageproxy.php?img=http%3A%2F%2Fgifmaker.me%2Ffiles%2Fdownload%2Fhome%2F20160415%2F22%2Fddvhfwo2WpjnsaiUjZL6Pg%2Foutput_Ilaj0y.gif&key=83152c2ba21a66a59f8331f1854a833549dc3e858224ade79722f65d0e4263ab I think this one the left arm, shield arm could be a little stiffer. The shield would weigh somethinks like 10kg (!). These are wondrous though. They have swagger and attitude. The "walk ready" could maybe use when unit in defensive stance. (which bring up I really think stances need reduced and improved to just Stand Ground, Defensive, and Aggressive). Or use that ready animation when enemy unit in vision range? Can have range-base animations eventually?
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