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Everything posted by wowgetoffyourcellphone
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Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
If you like to make a real texture that can be great. Maybe the existing siege weapon textures can be helpful? You can see how some part metal bracket, some part sinew "spring", some part rope, etc. -
Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I dont know what you're saying. It is already baked. Here is diffuse texture base on the AO map it had: But model does not have AO set of UVs. -
Temples healing building is intended to make the Temple more important. But I think it should not heal walls. What was problem with fortress?
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Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
The problem is the UV map. The model is mapped to a AO map method, so I can only mod AO map texture for diffuse results. Hope that malke sense. Will need a proper uv map and diffuse texture for the onager. -
Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Player color and diffuse color for Onager -
Finishing the Seleucid Faction ideas
wowgetoffyourcellphone replied to Phalanx's topic in Gameplay Discussion
hele_round_c.dds already have dolphin tecture. -
Get rid of the extra "wooden tower" thing added to game (last alpha?). Just make Defense Tower weak in Phase 1, like 500 hp (or less!). Make defender have to spend money on upgrade the tower to make them deadlier for defense in later phase II, III (IV in my mod). Melee cav don't need to be so strong to take down a 500hp wooden tower in Phase I or II (un-upgraded). Phase II can have tech upgrade to stone tower, with actor change (as in Delenda Est). Has double health now. Tougher to take down, but now they cost Stone too, so more expensive for the extra toughness. So, use stone for walls, Phase III tech, or stone Defens Towers? Defender must decide. While defender use stone to build tower and walls, attacker is using stone to upgrade to Phase III and get siege to kill defender's walls and tower. None of this need Slinger to have siege capability (lulz). Make slinger the anti-range ranged unit or just be cheap ranged support for the meat shield (or both), while Javelin Infantry and Archer Infantry are more specialize (Archer and Javelin Infantry seem to be more common to the most civs). Just some thoughts this lovely morning.
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Sling as siege is just not good at all. If you want a unit good vs. towers then make it melee cavaly, because tower have minimum range (melee cavalry approach tower fast so not under fire for long, they get under tower's minimum range and are free to chop it down). later you have tower tech that remove minimum range so now melee cav arent so good vs towers, which okay because now you have siege catapults to take care of them. Tactic progress as match progress.
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[Multiplayer Lobby] - Autohost Bot
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
Cannot use "autohost" for all rooms so that games are hosted on a fast server instead of on random dude's 2005 HP rebuild from Merlin Digital? -
Yes, that is old. Those arent even the right swordman actors. Here how it suppose to look
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I think leave foederati for Dominate Romans as their Mercenary Camp units. Valetudinarium would make for great technology. Unlock garrison healing in barracks, auxiliary barracks, and army camp. I already use Lanciarii as Elite skirmishers. "Legionary Guardsmen"
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Trajan's column
wowgetoffyourcellphone replied to Micket's topic in Eyecandy, custom projects and misc.
trajan column was definitely painted. Also, what Trajan statue is holding is an orb represent the world. Yes, the Romans knew the world was round way back in 1st century. -
Model: Praetorian Cavalry helmets
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Would look good with feather crest instead of horse crest. -
Finishing the Seleucid Faction ideas
wowgetoffyourcellphone replied to Phalanx's topic in Gameplay Discussion
No I did not see him. Okay, Seleucid soldier units, I think can go this way (underline mean soldier need new texture or models or both): Civic Center Militia Thureos Spearman: Thureophóros PolitèsMilitia Skirmish Cavalry: Hippakontistès PolitèsMilitary Colony (has "Syrian Tetrapolis" upgrade) Syrian Archer: Toxótēs SyríasMacedonian Settler Cavalry: Hippeus MakedonikosBarracks "Bronze Shield" Pike Infantry: Phalangitès Khalkaspides (has "Gold Shield" upgrade)Thureos Skirmisher: Thureophóros Akontistès Companion Heavy Cavalry: Hippos Hetairike (has "Agema" upgrade)Median Light Cavalry: Hippeus MedikosMercenary Camp Thracian Swordsman: Rhomphaiaphoros ThrakikósArab Tribal Skirmisher: Pezakontistès ArabikósCretan Archer: Toxótēs KrētikósGalatian Sword CavalryTarentine Medium CavalryDahae Horse ArcherFortress Traditional Army"Silver Shield" Pike Infantry: Phalangitès ArgyraspidesScythed Chariot: DrepanèphorosReform ArmyRomanized Heavy Swordsman: Thorakitès RhomaïkósSeleucid Cataphract: Seleukidón KataphraktosArmored War Elephant: Thorakisménos EléphantosSiege Catapult: LithóbolosSiege Tower: Helépolis -
Is this fix, Lion?
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Finishing the Seleucid Faction ideas
wowgetoffyourcellphone replied to Phalanx's topic in Gameplay Discussion
Trying to. lol -
Finishing the Seleucid Faction ideas
wowgetoffyourcellphone replied to Phalanx's topic in Gameplay Discussion
The Arabic Javelineer is not same unit, just use same actor as Persian. I will guess the Seleucid peltast need new textures and stuff. -
General Gameplay Improvement
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
When build wall, units spread out to the wall towers and build them first, then fill in the gaps with the walls. -
Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
At some point I will balance tech costs for all civ by counting up all resource count for blacksmith tech by each phase and adjust costs from there. Greek civs suppose d to have cheaper techs than all others, but I have not done this yet. The Greek bonus would be easy to add if the game had tech effect possible to affect other techs (like cost and time). I want this already for Forging (blacksmith techs -50% research time) and Metallurgy (blacksmith techs -25% resource cost) techs for all civ. -
It sound like you have to delet your cache? Try unloading mod from mod selector first and reloading it in mod selector and running game. See if that reset everything. If it does not work, delete the delenda_est folder in the cache. Look in C:\Users\You\AppData\Local\0ad\cache
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imp.json "StartEntities": [ { "Template": "structures/imp_civil_centre" }, { "Template": "units/imp_support_citizen", "Count": 4 }, { "Template": "units/imp_infantry_swordsman_b", "Count": 2 }, { "Template": "units/imp_infantry_javelinist_e", "Count": 2 }, { "Template": "units/imp_merc_cavalry_2" } ],
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Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Would be funny to have Praetorians slowly lose loyalty points and revert to Gaia after 10 mins or so. The traitors can then attack your units.lol Only after research all blacksmith tech. I have not tried much balancing. Also remember swordsman > spearman in most case. -
Sorry friend, I cannot reproduce. Does it stop the game? Can you train the slaves from storehouse and farmstead?
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Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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Which map? Also, are you recently updated to latest?