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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Look like they customize the Gold Rush map.
  2. Ah ok, I look in Public template and missed it. Thank you. Can close thread.
  3. http://trac.wildfiregames.com/changeset/17107 This change temple heal to "Human" class. There is no "Human" class (yet?). There is "Organic" class all ready, which is what I change my tenple heal to in Delenda Est. I suggest use "Organic" instead. Orrrrrr, just had a cray thought: Use "Infantry" "Healer" and "Female" clases for Temple and "Cavalry" class for a new Corral healing aura? But that is gameplay and not a fix. Isuggest you use my fix above for Organic, and then discuss the gameplay idea separate. Speaking of corrals: Can team please edit UnitAI to allow animals to be garrisoned? In my mod I once had Corral garrison food trickle working for animal, byt it was deprecate by new Vanilla changes to UnitAI file.
  4. Sergui! Our old friend. Always entertainment.
  5. Some of the old anims are not good, but it would be very big boost to be able to keep the old ones and eventually replace the bad ones and keep the good ones (the sword attack anims are decent). A lot of the old idle animation are very bad for instance.
  6. Legionarius (Elite) Based on Trajan's Column (Dacian Wars) Legionarius (Basic) Augustan-era, early 1st Century AD. Syrian Auxiliary Archer 2nd Century AD, attached to Eastern legions. Guys, these made with asset in public art svn depository. I use pieces from here added to pieces from there, and then get good result. If you are modder you need to download this repository.
  7. Good job Stanislas! The prop point for all of the new unit mesh need tweak for the helmet prop point. It just need rotated forward a little bit. (Also, all the new meshes need the cape prop point fix, maybe other too.) I think we could use some more prop for these nice unit mesh. The current quiver could use redone (slightly bigger for the bigger meshes and just made better, better textures too). The Roman units need Gladius scabbards made. Empty scabbard (for sword dude) and scabbard with sword in it (for archer guy there) -- same goes for Greek scabbard too (and others). I also think there can be slightly bigger version of the recurve bow.
  8. I think Huns/Scythians should still have house - The Yurt. Cheap 50, very weak (100hp), gives 5, builds in half time of Celtic house. Buildable anywhere. I think they could get a lot of resource from raiding? Use a auto tech to make them better looters (see Delenda Est "Vae Victos" tech for Gauls).
  9. I wonder if we can use existing code to make packing building. I think they can have 'Ox Cart' for dropsite like the Norse in AOM (and like the Worker Elephant for Mauryan). All other building can pack up and be move, including Civic Center. They should have cheapest building of all civs in the tgame, but also the weakest of all civ (can be easily destroy by poking with sword). Something like 1/2 health of even Celtic building. Not sure yet if the Huns/Scythians/Sarmatians/steppes civ should have territory effect at all. Maybe they can have civic center territorty radius like in Delenda Est, but bigger, and they can build all buildings anywhere they want. Their Civic Center territory just prevent other player from building there, like Gaia creep in AOM or Zerg creep in Starcraft. ----------------- Anyway, here is new unit for Principate Romans: Civis Romanum (Roman Citizen): He is very good at building buildings, although his queue only have civic and economic structure. He also have "Slave Ownership" aura that boost nearby Slave productivity by +25%. He is expensive for a citizen unit, at 50 and ---> 2 . He is also 100 health and only train at Civic Center. PS: I wish these new mesh have more animation asap. Also, I had to hand-edit some of the dae to put cape prop point on. Here is Onager portrait for now. It have no real texture or animation yet. It based on actor I find in Atlas. I think maybe Onager can be the only catapult in the game that does not have to pack up to move (has wheels instead and dudes slowly push around). 50 1 25 25 1 Here are the slaves. They cannot build building, they can only gather resource. Male Slave (Servus) and Female Slave (Serva). All slave lose health until they die of overwork. I wish I could make it so that they only lose health when working. Male slave (good at mining) is train from Storehouse and female slave (good at farming and foraging) train from Farmstead. They also have low health and are good at dying. Train limit of 30 (I wish I could scale limits with match pop cap). "Slave Quarters" tech (200 200 ) reduce slave pop cost to 0.
  10. Yeah, but what is framerate for 0 A.D. at ultra setting?
  11. Could extend code for VisibleGarrisonPoint element in templates to include Class restriction per garrison point. Something like this <GarrisonHolder> <Max>5</Max> <EjectHealth>0.1</EjectHealth> <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy> <BuffHeal>0</BuffHeal> <LoadingRange>2</LoadingRange> <VisibleGarrisonPoints> <Archer1> <X>0</X><Y>11.5</Y><Z>0</Z> </Archer1> <Archer2> <X>8</X><Y>11.5</Y><Z>0</Z> </Archer2> <Archer3> <X>-8</X><Y>11.5</Y><Z>0</Z> </Archer3> <Archer4> <X>4</X><Y>11.5</Y><Z>0</Z> </Archer4> <Archer5> <X>-4</X><Y>11.5</Y><Z>0</Z> </Archer5> </VisibleGarrisonPoints> </GarrisonHolder>Extended to this <GarrisonHolder> <Max>10</Max> <EjectHealth>0.1</EjectHealth> <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy> <BuffHeal>0</BuffHeal> <LoadingRange>2</LoadingRange> <VisibleGarrisonPoints> <Archer1> <Classes datatype="tokens">Infantry+Ranged Infantry+Hero</Classes> <X>0</X><Y>11.5</Y><Z>0</Z> </Archer1> <Archer2> <Classes datatype="tokens">Infantry+Ranged</Classes> <X>8</X><Y>11.5</Y><Z>0</Z> </Archer2> <Archer3> <Classes datatype="tokens">Infantry+Ranged</Classes> <X>-8</X><Y>11.5</Y><Z>0</Z> </Archer3> <Catapult1> <Classes datatype="tokens">Siege+Ranged</Classes> <X>4</X><Y>11.5</Y><Z>0</Z> </Catapult1> <Catapult2> <Classes datatype="tokens">Siege+Ranged</Classes> <X>-4</X><Y>11.5</Y><Z>0</Z> </Catapult2> </VisibleGarrisonPoints> </GarrisonHolder>^This ship has 10 possible garrison, but only 5 spots on the deck. 3 spots for ranged infantry (1 of the spot for ranged infantry OR infantry heroes, probably back at helm or up at bow). Two spots designate for ranged siege weaponries. This also needed for Fortress and other building where garrison show on battlement. Right now there is no way to prevent cavalry or elephants or chariot and other unit from showing up on the top of a Fortress. Please programmer team.
  12. Similar issue on Shift+S. If I am hold Shift down (for whatever reason) I can move camera with WAD but not S (for backward camera move). Look like in default.cfg there is this which conflict: scroll.speed.increase = "Ctrl+Shift+S" ; Increase scroll speed I think think like scroll speed should be put in options menu, noit with hotkey that add conflicts. But root cause seem to be that the engine does not look for complete key press sequence, only partial? Very odd. It seems to be wanting me to press Ctrl too. "Please press Ctrl to complete hotkey sequence!" the game is begging me, "No you can't move camera back until you do as I ask."
  13. This is what I mean crash. It "hang" indefinitely. Try to close it manually, get Windows close program dialogue. All progress lost.
  14. I thought that Rome mod was a separate mod. This is a new civ for Delenda Est. I have more civ in plan too.
  15. That look like a fantastic book Lion. I think it would be verry neat if the game had a battalion system and the Roman legions could be represente accurately like this, with same shield for each battalion/legion and legion named properly in UI.
  16. Actor Editor crash when using Browse... button. Not a new problem but I wanted to report it because it is giving me a headache.
  17. Anyone want to model this helmet for mod? It is for the Roman Auxiliary Archer.
  18. No comments on old release. New release coming in near future (as always is).
  19. Left to right: Auxiliary Spearman, Auxiliary Spearman, Legionarius (Basic), Legionarius (Advanced), Legionarius (Elite), and Legionarius (Centurion). As a civ bonus, the Principate Romans get a 4th rank for the Legionarius, the Centurion.
  20. Rigging: It would be a shame to lose such a big canvas for player color, but on the other hand you are right that ships fought with their rigging stow in bottom of ship, not flying aloft. Rigging does obscure thing too. In the end I would vote for the rigging to be gone completely, or... if rigging remain it lowers and flies dynamical when ship tasked over long distance, like how land units fall into column formation automaticcally when task to move long ways. Same concept for ship rigging. For ship size and battle size, I think it would be good to think of dozens rather than a hundred. In old Age of Empire some death matches could have 100+ ship in either armada shootng at each other. This was epic (as in large scale), but things are more complicated now because we have tje techniques to make them more interesting than just parking 100 ships across from 100 enemy ships and trading ballista blows. I think the scale of ship in the game currently is fine. If the game does go toward battalion system for soldiers, then each ship could garrison 1 battalion, and by type of battalion you can customize the ship. Melee infantry battalion gives you better boarding ability (or unlock boarding) and more resistance to boarding. Ranged infantry obviously gives the ship more range projectile. Garrison a ballista battalion and you get ballista rocks throwing. I think cavalry should be garrisonable, but they add nothing to the ship's ability. For boarding to be good enough, the game neeeds to allow units to walk on wall and ship or anywhere they are garrison. That way battalion of trrops can fight each other on board the ships. Ramming should be very simple to do. Many game with this ability make it too difficult. In a game like 0 A.D. when there are dozens of things the player must keep track of, any new feature must reduce management or be easy to manage and carry out. The effectiveness of a ramming maneuver can be determine by the impact point and all that, but the actual input of the player to initiate ramming should be simple.
  21. Okay, so I make it that player must build an Arch to advance to Town Phase and another Arch to advance to City Phase. Arch has different cost for each phase, so Town Phase and City phase cost nothing, their cost replaced by cost of Arch. Build Wonder (hopefully the Amphitheatrum Flavium, or Colosseum) to advance to City Phase. Sometime I like to make a "Frontier Outpost" upgrade to Outpost that make actor like this -> Principate Romans have 2 barracks: Legionary Barracks (Village Phase) and Auxiliary Barracks (Town Phase). Their Soldiers can fight and build military and defensive builing. Their citizens, or Plebeians, can gather resources and building civic and economy buildings. The Slave, or Servus, can be bought from the Market and is good at mining and dying (he or she cost Metal but no population room).
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