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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Methinks it would be interesting if the AI mixed it up a bit and tried different mixes of units in its attacks more than it currently does. Perhaps we can add more personalities to the mix beyond Aggressive, Defensive, Balanced, which try specific types of units for different strategies or tactics.
  2. What do you guys think is the best platform on which to build a mod's website? This is for a guy (me) with little website coding knowledge. I used to be big into making websites 20+ years ago, but none of those skills have been expanded since then (style sheets were the height of innovation, lol). So, maybe Squarespace? Wix? Anyone with any experience with hosts such as these? I'm looking to build a website for Delenda Est. A few years ago I started one on fandom.com, but deleted it after experiencing severe frustration with the platform's ads and limitations. So, something like Wix or Squarespace where I pay a small fee per month is fine. Even free is fine as long as they don't plaster ads everywhere.
  3. The Suebian knot here looks much better than the current one.
  4. While you're doing good work here with skills I do not possess, I think the aesthetics aren't quite there. The men clearly have the same face, just different hair colors and facial hair. The women look severely swollen. Everybody just has a "Cro-Magnon" or "Neandertal" look to them. It's great to have normal mapped heads in the end, whatever the aesthetic. Very nice. We definitely could do that on a few things like this to save some triangles.
  5. Any way we can have the head geometry hint at some ears?
  6. Good call, Vlad. The normal maps may be inverted.
  7. I'd say my main issue with some of the faces is the width of the nose. Some peoples, like Greeks and Persians for example, would have much narrower noses. The combat approach variants are top tier.
  8. https://gitea.wildfiregames.com/0ad/0ad/pulls/8907 Needs a better specific name. Right now, it uses a Google Translation which I'm sure does not follow the game's Greek guidelines.
  9. You can make that work with an aura, yeah. Just make the object un-capturable (and unkillable), civved to Gaia, and then make the aura affect "Enemy" which is every player on the map. DE has something like this for Forest Groves: { "type": "range", "radius": 20, "affects": ["Unit"], "affectedPlayers": ["Enemy"], "modifications": [ {"value": "UnitMotion/WalkSpeed", "multiply": 0.67}, {"value": "Attack/Ranged/MaxRange", "multiply": 0.67}, {"value": "Vision/Range", "multiply": 0.67} ], "auraName": "Underbrush", "auraDescription": "Thick forest undergrowth reduces the speed, range, and vision of units traversing a Forest Grove by −33%.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" }
  10. That "group" you're talking about is the group of people who actually work on the game in some shape or form. These discussions gave you Spartans and Kushites. Those who work on the issues you listed largely do not work on things like this. Everyone has their own skills and interests. My interest lies in presenting the game in an interesting and historically authentic way. My skillset supports those interests. I assure you, the ones who can address most of those issues have "wasted" no time on this. And a "personal hobby" it is, for everyone here. You seem to be gravely mistaken about the nature of this project, and your tone and lofty criticisms indicate a person with deep entitlement for others' time and efforts.
  11. The current vanilla way (one word preferred): Achaemenids Sasanians Mauryas Guptas Han Other possibilities: Achaemenid Persians Sasanian Persians Maurya Indians Gupta Indians Han Chinese Persians (Achaemenids) Persians (Sasanians) Indians (Mauryas) Indians (Guptas) Chinese (Han) Cimbrian Germans Germans (Cimbri)
  12. The game is still in development. In fact, change is part of the experience with the game. Embrace it.
  13. Indeed. And as a way to prevent the need for terrain computations and overlays and things like that, I added capturable Farmstead objects to skirmish maps, where farming is boosted by +50%.
  14. DE has implemented a "Civic Spaces" aura around the CC which reduces grain gathering by 50%.
  15. Pathing clearance is determined in the UnitMotion component, I believe, with PassabilityClass. There are a couple of standard sizes. The bigger the passability class the more problematic the pathing performance.
  16. It would be so cool if the Minoan priestess could wave snakes around.
  17. Maybe both, but the Tachara is the Achaemenids' major "fancy" special building.
  18. Beautiful! You're doing a lot better with UV mapping. Just try to minimize texture stretching and maintain texels
  19. There are several ways to make Hamippoi work. I opted to make them all 1 actor and unit. Other ways could be: Cavalry can train cheap melee footmen called "Hamippos." Either as a default feature or unlocked with a tech. A tech called "Hamippoi" which boosts cavalry. A "Hamippos" infantry unit with a strong aura benefiting cavalry. Mix and match any of the above. I went with the one unit option for this release. Next release I could try something else.
  20. In the pull request, they are simply called "Achaemenids" because of the current 1-word nomenclature for civs in the base game. I would like to change this where applicable (specifically when using dynasties for distinction as is the case for Achaemenids), but that's a different Pull Request and requires some discussion.
  21. All right. Here's a release candidate. I've added the Hamippoi. theban-greeks.pyromod
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