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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Make sure to have AO maps to make them fit with other structure. This is a great topic.
  2. Ruin objects would be great. Ruins of existing building and ruins of previous building would be wonderful to depict the rich history of the 0 A.D. world that stretches back thousand of years. What about the Great Sphynix? Also, someone mentioned Minoans and Mycenaeans. Great ideas. Make sure they use AO maps and normal maps and spec maps.
  3. Right hand of statue has bad geometry and possible flipped normals. Overall it is a very cool wonder.
  4. I read on this forum a long time ago about Siege Tunnel idea to undermine wall and defensive structure.
  5. Is easier to plan expenditure if the cost come out of treasury right away.
  6. https://tekeli.li/onomastikon/Ancient-World/Greece/Male.html https://tekeli.li/onomastikon/Ancient-World/Greece/Female.html
  7. A lot of the stats in the game are weird. The pierce+hack of spears makes things unclear and muddle, and is one example. Vision and archer ranges are extreme and create imbalances. Costs are out of control, with many units and techs costing 3 or 4 resource? Battering rams are TANKS. Situation is getting way far afield as they say.
  8. JHere is great possibility https://www.wikiwand.com/en/Apollo_Belvedere He is holding a bow in his left hand and he has just shot an arrow.
  9. 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.
  10. 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?
  11. The traffic may not be restrict, but visual the door look very small. You will see if you compare in Atlas.
  12. 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.
  13. 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.
  14. 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.
  15. Hi, for horse walking animation the front legs don't seem to extend the same at the knees.
  16. 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.
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