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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I have no problems with your suggestions here. They seem a bit conventional though. I wish we could go through and reevaluate all of the hero auras. I think all heroes could have a primary and secondary aura. 1st aura is some kind of ranged bonus (strong, but focused), 2nd one is global (weak, but global). Then one of these is military-focused and the other is economic/training/building/etc. If you want 2 military auras, then they are weaker than if you only have 1; same thing with a completely economics-focused hero. With that in mind, maybe something like this: "Empire Builder" Global All buildings -10% build time and resource cost "Great Standing Army" Ranged: 60m All Human Soldiers +10% attack rate All War Elephants +10% additional attack damage and speed
  2. No, I mean you find sheep, goats, cattle on the map; they become yours; then you corral them for the trickle.
  3. I wish we could have made it like a storage place for animal "relics" you capture around the map.
  4. Already released. Kind of disappointing after following the project for 2 years
  5. For me, it's probably the roof texture that looks too similar to the Gauls and Britons. I think the texture I posted above is an improvement of making them look more distinct. For the Stables, I think I'm too used to the "Horse Corral" from DE and which maybe something more like that would be done. I'm also not sure if the early Germans (whether Cimbri or Suebians) would have a big Siege Arsenal structure, but we might have to make it necessary since all of the other civs have one. That is a civ design issue though, not art.
  6. The shark is more of a decorative object. But then, that should probably make it persistent in fow
  7. Each variant of the Tachara could have a particle effect like this, to show which resource its trickling.
  8. ERROR: Program 'spirv/model_solid' with required defines not found. ERROR: "IGNORE_LOS": "1" ERROR: "MODE_SILHOUETTEOCCLUDER": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_SPECULAR_MAP": "1" ERROR: "USE_NORMAL_MAP": "1" ERROR: "USE_PARALLAX": "1" ERROR: Failed to load shader 'spirv/model_solid' ERROR: Program 'spirv/model_waterfall' with required defines not found. ERROR: "IGNORE_LOS": "1" ERROR: "MODE_SHADOWCAST": "1" ERROR: "PASS_SHADOWS": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_TRANSPARENT": "1" ERROR: Failed to load shader 'spirv/model_waterfall' ERROR: Program 'spirv/model_waterfall' with required defines not found. ERROR: "ALPHABLEND_PASS_BLEND": "1" ERROR: "IGNORE_LOS": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_TRANSPARENT": "1" ERROR: Failed to load shader 'spirv/model_waterfall' ERROR: Program 'spirv/model_waterfall' with required defines not found. ERROR: "IGNORE_LOS": "1" ERROR: "MODE_SILHOUETTEOCCLUDER": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_TRANSPARENT": "1" ERROR: Failed to load shader 'spirv/model_waterfall' ERROR: Program 'spirv/model_water' with required defines not found. ERROR: "IGNORE_LOS": "1" ERROR: "MODE_SILHOUETTEOCCLUDER": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_NORMAL_MAP": "1" ERROR: "USE_TRANSPARENT": "1" ERROR: "REQUIRE_ALPHA_GEQUAL": "0.05" ERROR: "USE_SPECULAR": "1" ERROR: Failed to load shader 'spirv/model_water' Engine exited successfully on 2023-02-20 at 12:04:37 with 5087 message(s), 71 error(s) and 1 warning(s).
  9. -1 on this. A nice fade between backgrounds wouldn't be distracting at all.
  10. I don't think they look bad^ The resource icons need to be large enough to discern in the UI upgrade buttons. Anyway, it's the concept that's most important.
  11. Completely ahistorical, I'm afraid. Better to make some kind of tech or bonus to the Thracian Peltasts they have. "Mountain Men" (+20% health) or "Leather Boots" (+20% speed) or "Skirmishing Tradition" (-50% promotion XP required) or all of the above. Macedonians and Late Romans for sure! (dart-throwers, can be classed as slingers, for the Macedonians; Staff Slingers for the Late Romans). I'm horrified by this suggestion. Definitely a possibility.
  12. Vizier = prime minister, but w/e. Yes, out of 100 chapters he dedicated 1 to elephants. Pretty flimsy. Why does a Mauryan elephant bonus have to be with a hero aura anyway? Can't it just be a general civ bonus or tech? Maybe make it less tedious? Also, check out DE's version of Chanakya. You might like it (hint: look at his production panel).
  13. Not sure I see the historical justification for this one, vis a vis Chanakya. He was an economic advisor, moral teacher, philosopher, and vizier (administrator). Why not give an elephant aura to the elephant hero?
  14. I'm thinking a heavy "Cardaces" or "Kardakes" skirmisher for Persians.
  15. I personally just care more that the feature doesn't get taken out. lol Instant speed and turning for cavalry though looks a bit weird to me. Maybe a little faster acceleration and turn rates for cavalry than now to make it more responsive, but still have it look a little better than instant acceleration and snapping around 180 degrees. The think for most units turn rate and acceleration should be subliminal. The only units where it should be noticeable are ships and siege maybe.
  16. Well, the icon is unfortunately the portrait of the object you are upgrading to. I wish that could be overridden in the <Upgrade> code @Freagarach. Right, if we want the trickle to be substantial, then the unlock cost should be expensive. Essentially, the cost of the tech should reflect the impact of its effect(s).
  17. I do not want Spartans to become even more ahistorical than they already are (thinking of Skiritai spam, but maybe not a problem in this alpha).
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