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Giotto

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Everything posted by Giotto

  1. Look, as things stand we have an applicant who is clearly skilled in the use of art. It would be great it we could just set aside all these meaningless verbal attacks and focus on making the game better. We got off on the wrong foot so let's just shut up about it and move on. Because this is a forum, tone can come out rather different to different people. Critisism can seem aggressive or insightful depending on your viewpoint. Seriously, this is getting ridiculous.
  2. There's not many ways you can go historically wrong with grass though lol
  3. Wow, the grass looks great in those pics. Not sure about the houses though. I like the feeling of the buildings and trees as they are in the game now, but the grass could use that change. In my opinion those look too much like aoe. 0ad should retain its style but upgrade its textures.
  4. Wowgetoffyourcellphone: just because programming needs doing doesn't mean that other improvements cannot be made at the same time. If you don't know how to program but do know how to make good art then it seems a no-brainer to wait for a while.
  5. Just to lighten the mood: In case anyone is interested here is a game which I think is incredible in its use of simplistic poly models and textures. For whatever reason it just works. http://www.beforegame.net Note: It hasn't been released yet.
  6. Oh and Stan I think your textures are good but still feel a little too full, im not a prof artist though. I quite like that texture above wowgetoffyourcellphone. Putting how the texture looks in relation to other textures and the previous texture would help a lot. I realise what I'm saying prob sounds completely stupid to you artists out there XD
  7. As far as I can tell the right balance is getting the texture to look similar all around but also needs to have minut differences. Sorry about the crappy explanation I'll try to give an example. As a texture you don't want it to have strong colors in one area and not in another as when placed in mass on a map creates zigzags and unnatural patterns. However the texture shouldn't look like randomly coloured static. This makes it too artificial and doesn't add to the verisimilitude of the game (thought I'd chuck that word in somewhere for kicks). Somehow grass at the moment I feel fails in both aspects. It looks like rough sandpaper/static that has been coloured in yet also looks unnatural in large quantitys. BTW guys, as Stan said its much more productive if we don't argue, so try offer constructive criticism. I think we can all agree something should be changed.
  8. I'm sure the team has just been working on more stuff. To be honest I like it more with large updates
  9. Kicking_bird: I like it. I can see where your coming from, though I would still say some textures look fine. The desert,duct,rock,sand ones are generally very nice in contrast but I would agree that the grass needs a change. Like you guys say it needs work. Be warned of making the textures too noiseless though it can result in cartoonish looks.
  10. I agree, in A 17 I couldn't figure out in time before a battle which units should go where. Now only having 1 type of damage will help.
  11. So skirmishers good for raiding, attacking small groups etc because of their high damage but lose this advantage to archers on a large scale? Because of archers low damage but high fire rate, which weakens army instead of killing a few small individuals? Seems like you would want skirmishers to do more damage to heavy armoured unity's than archers, why does this fail? BTW do skirmishers have a bonus against buildings compared to archers?
  12. I think the key difference between skirmishers and archers should lie within the troops they are placed with. Skirmishers have lower speed and shorter range so putting with fast cav would be a worse decision than with swordsmen. Etc
  13. Yea, you wouldn't want your soldiers to continue attacking a building while getting killed.
  14. Same here. Don't think its implemented yet.
  15. What about the hand trebuchet/ one man trebuchets used by Nikephoros II Phokas in 965? Just got that from quick searching but it could be useful.
  16. Oh geeze... Had no idea it had been done so much before lol. I guess what I noticed is that the team (from what I've read on the forums) cannot really agree about the balance between archers and skirmishers so was originally thinking maybe a second reload time. For example skirmishers who throw 5 spears with maybe a 1 sec gap between, not sure what it really is, then they have to reload and spend 2 secs collecting their next 5 spears from their feet(bit annoying having around 30 spears on ones back, they prob stuck some in the ground or whatever). Archers might get to shoot 20 arrows but have to get another set in 7 secs. Player would need to compensate for their troops reloading by using spare infantry etc. Meh, just thinking up stuff. Things like the one above could help balance troops. Atm it looks like you trade this for that but that leaves this other thing too OP etc. Not enough things to take into consideration maybe? Or could be too much, not sure. Either way good luck.
  17. Ok here's a new idea. Basically armies need supplies. Archers and skirmishers etc did run out of arrows, which does not happen in 0ad ATM. Obviously implementing a count for the number of spears a unit has is tedious and annoying for the player. However the fact remains units had to stock up on weapons etc (although they often took them from the battlefield). Perhaps you could implement a system which slightly increases or decreases unit attacks based on their relative position to a weapons stock building. Such a building would have a large radius from which all your units inside it would fight better. Civic centres would also act in this way. It could be built in your own or neutral territory quickly. The player would have to juggle between attacking with full force and leaving the weapons store open to a flanking attack etc or leave some troops behind to guard it (you could also send troops to smash the other guys). It would not add a huge amount more complexity for the player and would be another thing that's stands out about 0ad. Hope this post hasn't been done already, weren't about to read 147 pages of this lol.
  18. Looks pretty good! Not sure about the rounded looks though. From photos it looks like it has a flatter back and whist still it looks up and while running reaches it nech forward Sorry about typos.
  19. It was the winning one I think, I put it in the mods folder and I'm pretty sure there was a mod.json file. Sorry am not at computer right now, on phone so will not be able to confirm.
  20. No, but I did download a map from the com map making contest. BTW love how quickly everybody on the forums responds. Thanks for being a fantastic useful community.
  21. Rise of the east 2, ponies ascendant.
  22. Hi, I am having trouble importing mods on Ubuntu, A 17. I put the zip file, as is, in usr/share/games/0ad/mods and then unpack it, but it does not show up in the mod selection.I know this is a really general question but I don't have a clue about the issue. Any suggestions are welcome.
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