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wackyserious

0 A.D. Art Team
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Everything posted by wackyserious

  1. The old textures were almost identical too right? I did not push this yet due to concerns with distinguish-ability but my first statement could also prove me wrong. I want to hear more opinions from others before going on with this.
  2. Here is a Spanish Colonial Period Filipino structure plugin that I made for the game. Been playing this game for a week now. I am trying to blow-off some steam, since the new semester is about a month from now. I did create a new twitter account, do check, it is @wackyserious I will post contents from 0ad art development from there too.
  3. Loving those stranglers, we locally call it here as balete trees, it is often associated with folklore and superstition. I could attest the need for monkeys , cited by Sundiata. Mango trees would be a good addition too, as well as Indian Almonds, we locally call it as talisay trees and are a common sight in Southeast Asia, I believe. Also if you would be having Nipa huts in your mod, that would be very awesome..
  4. Siege workshops should be implemented, both Nookrium and Raptor were wondering where to train siege weapons.
  5. Watching Nookrium halfway at the moment. What I noticed so far Lack of harvest animation for the pig (Stream viewer jokingly said that it was being milked lol, and that was a sustainable way of having bacons, really laughed at this one) A particular cattle entity at Butana Steppes which also lacked animation. The guy failed to notice the lack in population point during one of his matches. Stream viewers are very interested on the game based on how they saw him play it. He zooms a lot and is mostly fascinated by the graphics, he praised it how each faction had different structure sets and was really moved the the appearance of the buildings. Interesting though that he looked at the mod selection for a first game cover. He somewhat wanted more available information about the mods in the mod selection area, other than the mod summary description. He downloaded the community maps mod ad mod.io
  6. Was this already posted here? This guy, Nookrium have 60k subscribers, this video was posted on June 15 and got 5k views as of today. Also this coverage of the game was quite long, almost 2 hours.
  7. People with good following are now starting to recognize the game. This word of mouth recommendations for the game is really good and Raptor really appreciates city-building games. I am also rooting for our mods in the comment sections of people who cover the game.
  8. !!! Thanks, this will be very useful for future Southeast Asian faction mod, together with the mangrove
  9. Awesome output from both Lordgood and BigTiger as expected. I think we should do a consolidated move for the terrain texturess next, after the flora.
  10. I agree Tall trees look great. The Rome 2: TW used similar designs for trees. The taller the trees are, the more room for height variety
  11. I remember that I first played this game back when the Maurya faction was still being developed. I often visit the game website to read updates back then and have not yet joined the forums. I remember reading an update about the new round houses for the Britons and that made me very excited. Time goes by really fast, I think I joined the forums back in 2013 and just a few months I was into modding the game graphics with the help of Niek and Stan my fellows from CoM. I could still remember my first match against the AI, it was on Cycladic Archipelago with two other AIs against each other and I was amazed with the variety of fauna on that map and the ships too. This video was very nostalgic.
  12. The developers should have stayed with the gritty look, smoother graphics makes it look more cartoony, IMO.
  13. It was adjustments to the m_amor_tunic mesh variant. Using normal m_tunic mesh variant reduces the gap.
  14. Some sort of ancient trade expo/convention, based on what I can see. MercCon456BC. #SomewhereInGaul
  15. Probably would be cool too if Generic civs would have generic heroes, like in Warcraft 3 (Paladin, Archmage and Mountain King), this would avoid the historical criticisms too, like how some players complaint why heroes from different timeline exist in the game. Having them generically named would eliminate such problem make everything more historically immersive. Romans: Consul? - Military bonus Senator? - Economic bonus Dictator? - Territorial bonus Greeks: Strategos: Military bonus Statesman: Economic bonus Basileus/Archon: Territorial bonus Celts: Chieftain: Military bonus Druid: Economic bonus Rix (King): Territorial bonus
  16. Another of my idea was to implement the servile class units, where a servus does not cost population but cost food and metal and will require 1 house for 1 servus and a market tech to implement them. (So players could still balance economy and military even in late game, and economic power could depend on the amount of your houses, this could also add an additional importance at keeping houses. Slave Market Technology (Market) > Slave : 50 Food, 25 metal, 1/1 House train requirement (No pop. count)
  17. Or a leave/retire vs. enter military service transform button? Too much micro though. Leave service: +gain 50% resources used (wood + metal) Transform unit to an economic unit Enter service: Resource cost for military unit (wood + metal) Transform unit to various types of military unit depending on choice. Again, interesting but might be to much micro for some players.
  18. Also keep them at basic rank and no ranking up for economic units, just add a slight fighting capabilities for them.
  19. @Stan` I was thinking for a while now of suggesting that we create an atlas unit which we could use for scenarios (Helot revolts and the Roman Servile Wars) where we script some Scenario type maps with large group of armed mobs or angry mobs that would storm the player base. I was thinking of arming them with nothing else but livelihood tools such as farm and mining tools (and maybe some hunting tools? like a simple spear?) This way having them as economic units could still be immersive since they could roam around without holding swords helmets or other warrior panoply.
  20. For review: Plumed variants for Montefortino @LordGood @Stan` helmet-extraordinarii.rar
  21. Modified the Roman Montefortino mesh and added some prop points for the Extraordinarius helmet in order to update the old prop with the newer mesh. Also added a variant without cheek guards. The Montefortino without cheek guards and a single plume on top of it was based on the original actor file for the Equites (as seen in the old screenshot below)
  22. rome_subarmalis.rar This was the quilt source .psd by the way
  23. @LordGood This was the early version of the quilt before the shadows were increased.
  24. The current chainmail textures will be retained for the triarius, while the new ones will be used for the hastatus.
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