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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Again, you assume a lot. The original designers had plenty of "vision." However, they limited the game design in order for it to be a feasible project. The generic Hellenes faction was eventually split from "Hellenes" to Athenians, Spartans, and Macedonians, since the original Hellenes lumped all "city-states" into one Poleis sub-faction and then the Macedonians as the other sub-faction. Essentially, it functioned much like the old Seleucid reforms techs used to, by simply unlocking a couple of different champions and heroes. This was very limiting and didn't allow the game to show the real differences between these historical civilizations, so the idea to split them up into their own full-fledged factions took root. I'm glad it went that way. Quite frankly, all three of those campaigns would be possible with only some minor adjustments with the current civs we have as-is. This concern alone isn't enough to add additional complexity. Triggers and custom assets for a campaign have always been understood as necessary and would be enough to tailor the civs to anything we need. The game is already supremely diverse and respectful of ancient cultures.
  2. Looks like a sweat lodge where they clam bake with cannabis. Probably not far off?
  3. Maybe not use histrionics when devising your criticisms.
  4. Uhhh, this is not difficult to "grasp." Don't know what the implication here is.
  5. The problem with buildable roads is pathfinding.
  6. Right. I could see traps being implementable for 0 A.D., but draw them out into a line like drawing out a section of walls. You draw out a line of traps/ditches that either bog down/slow down or kill a percentage of enemy troops that cross it.
  7. AW:Sparta had more of an RPG feel than 0 A.D. does though, with a much lower pop cap, so small things like traps and units on boat decks, etc. were within the APM threshold.
  8. Yep, I'd like the "Royal Kurgan" wonder to be round and look very much like this, except maybe have additional stelae surrounding it at the base (maybe on the inside of the ditch, or outside?).
  9. For Basic rank, it would be nice to have maybe 4 variants where the white parts are just plain wood. Almost there. Not bad. I'll see what I can do.
  10. One more thing is, we need a new formation banner texture. It's currently pretty Gothic looking. We could keep this texture and just rename it _goth or whatever, but the standard German banner should be something a lot simpler. I'll see what I can do for that.
  11. These look great. An easy way to make variations is to just invert the white and player color sections. Super easy and creates nice variation. I think this number of variants is pretty good.
  12. I think these majority white versions should be the champion shields, while we can either invert the colors for majority player color and make those the standard unit shields or make all new mostly-player color variants for the standard units. Either way, these majority white ones would go very well for champs. EDIT: nevermind, lol. I didn't see your follow-up ones. They all look very nice indeed.
  13. Yeah, WTH??? If you're going to remodel the unit line anyway, then might as well have remodeled it to something authentic! These are basically fantasy units at this point.
  14. May I request that you use the newer Sahara biome terrains for this? I'd like to eventually deprecate the Desert biome assets at some point (along with mediterranean and some others). It would be great to add these to the game, but I want all new maps to use the newer biomes. Otherwise, these screenshots look fantastic and good quality.
  15. Thanks, edited. Animals wouldn't be TreasureCollectors by default, but I can add them to the list too.
  16. The Barracks really confuses me and is super weird. "Paragon"? Hoplites are a complete different line from spearmen. I don't get it. For one, the Paragon just looks like a beefy medieval unit. And the spearman line looks weird too. Strange design decisions.
  17. It's the bane of being a productive member, lol. Everyone starts to look to you for new things. Yep, "feature rich" doesn't need to mean a bunch of stuff on screen. Sometimes good aesthetics and good user experience can combine into something "simple, yet effective, and pleasing to the eye" all at once.
  18. I really like the campaign UI! Very simple, yet effective. I like the map icons "locked" behind chains. Another thing I've always liked and wish we could have in 0 A.D. is the "Hints" tab in the "Objectives" screen. It would give more background to the scenario or match you're playing. We can move all of the general map settings information to a new "Settings" tab in the Objectives screen. So, three tabs/screens. Leave the "Objectives" tab for the true objectives of the match.
  19. I'm thinking it's easier to just quickly decide on which units should not be TreasureCollectors. e.g. <TreasureCollector disable=""/> I think these make sense: template_unit_catafalque template_unit_dog template_unit_fauna template_unit_ship_fire template_unit_siege
  20. Actually yeah. If you'd be willing to retop it and reduce its triangle count by about half that would be awesome.
  21. I'd be throwing the ban hammer like Thor in Ragnarok if I had the power.
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