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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. It seems obvious that her draw is a quick draw for close enemies. But it is still a good animation.
  2. I agree. Maybe have a Ptolemaic temple variation that is Greek. Also, isn't the military colony supposed to eventually look Greek (instead of like a mercenary camp)?
  3. Still many ways to make them Greek, but look with many differences than the current greeks.
  4. chaos, just make the civ json files say: "SelectableInGameSetup": false instead of true.
  5. Yes, I think her draw is aimed at an enemy at medium or close distance. In the game maybe we can have 2 or 3 animations, for 2 or 3 distances? A long range archer animation would look a lot different than when shooting at a closer targets.
  6. LordGood, I think the seleucids stuff should look like a more super Greek style. I think this style you are making looks nice but does not fit game or seleucid.
  7. This is a video game. Melee is represented by the hack statistics. Ranged piercing projectiles are represented by the pierce statistic. You would be able to balance a lot better if you just stopped fighting this.
  8. It would be. Greek towers and fortifications would be square.
  9. Why should melee units deal pierce damage, which is an analogue to projectiles like arrows?
  10. haha you are right, but I think they use percentage for balancing styff.
  11. I confirm this. Lots of errors that break it. However, this is still really cool for vanilla version ofg the game! Works perfectly with vanilla version.
  12. I don't think that the current gaul buildings are too far different than what you have posted. Also remember that the artists like to make their mark with stylistic choices that are probably not always accurate 100%. I think it would help them if you maybe did a presentation of each gaul building in the game and show what you would change about each one to make it better. For the lether armor, that looks great. Good idea. Nice reference.
  13. The trees would not disappear until the foundation is started being built. So, placing a bunch of foundations in the enemy's tree groves would not work to remove his trees. Besides, remember that you can only place foundations within your own territory (with a few special exceptions). Or just do what I suggest. lol Yes, but we want units to be able to walk through forests. Also, this removes possibility of doing cool things with barbarians in forests.
  14. Instead how about this? Make trees fully passable (might help cut down on pathfinding lags too?), but allow buildings to be built over trees (the trees disappear like a dead animal would disappear). Celts, Iberians, and Mauryan civs get some kind of fighting or movement bonus in trees (or both or either: Celts and Iberians fighting bonus, Mauryans movement bonus). Can maybe do this with an aura if you make "groves" of trees be 1 object (so you don't have thousands of auras at once, just some dozens). I do some of this in my mod.
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