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wackyserious

0 A.D. Art Team
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Everything posted by wackyserious

  1. This is the Battle of Roncevaux Pass, a significant defeat inflicted on Charlemagne. Sir Roland tries to hold the hostile Basques while the rest of the army crosses the pass. They are likely fighting Southern light infantries (indicated as Basques, although the perpetrator was suggested to be Lupo II, the Duke of Gascony, a Southern territory of the Empire.
  2. Some updates on the Millennium AD PM discussions. @Alexandermb has created a new awesome shield for the Carolingians
  3. @Alexandermb I have reused the scale texture that I've made for the Kushites. I'm about to commit the ones below. I have a 512x512 copy of the scale armor. Is that what you need? Or a vector copy of the armor itself?
  4. I'll change it soon, for now it can serve as a placeholder, I can't find the old round shield textures for the Carolingians Will work on it soon
  5. Reference for the armor above http://bp1.blogger.com/_1cpLQiYiscQ/R40jthVYu1I/AAAAAAAAAn8/aPwAjCqfF4I/s1600-h/IMG_0816.JPG
  6. WIP - Carolingian infantry Helmet by stanislas69 and Shield mesh by Alexandermb @Alexandermb By armor, do you mean the scale armor?
  7. Millennium AD (Private message discussions)
  8. @Lion.Kanzen Yeah, was thinking of those too for a while now. I'm not sure how common ducks were during the classical antiquity. But most illustrations depicting the medieval period often show ducks as a part of common scene in daily life.
  9. Infantry reference Architecture and building prop reference
  10. You can check the in game fences. Wooden fences in Atlas has two variation, a short one and a long one. You can follow their lengths as reference.
  11. Plus the short thicket fence eyecandy entity too Thanks a lot!
  12. I've already cleaned most of the infantry actor files, some weeks ago. I was not able to update the forger actor file though. @stanislas69 Can you provide him with a permission/access to 0admods/millenniumad Too bad I still cannot post contents in our ModDB page. I still have to wait for some months, following ModDB's rules and regulations.
  13. Norse huscarls from Millennium AD would benefit from this.
  14. Ain't this illegal? http://www.moddb.com/mods/2941-ad-fall-of-middle-earth Surely those contents are based on the film series. Plus they openly used book lore.
  15. @Lion.Kanzen A high resolution concentric Greek meander pattern just like the one in the middle would be very useful.
  16. This is really awesome! Thanks, keep it up! This will be useful in the future. This can be nice eyecandy for map editors too. Maybe animate the Gaulish tavern too, like what Stan does to some building, maybe put some drunkards there.
  17. Would be really cool to have it implemented officially
  18. Gonna necro this one, in case this is possible to implement. Plus we have an active and capable animator right now ( @Alexandermb )
  19. Not really sure if this has been suggested before Civic center trains conscripts, levies, milita, etc. (or simply basic rank units) Low cost Low combat stat (Low damage, low armor, low health, very inexperienced and easy to eliminate) Quick to train (Really quick) Basically just an early game unit and not really recommended for combat during mid or late game Barracks/Archery range/Stables trains sufficiently trained soldiers (or advanced rank units) *Available during town phase Moderate cost *additional metal cost Moderate combat stat (Ideal in game combat units) Moderate training time These guys will be the ideal combat units in the game, able to hold of on their own if used wisely, their purpose is not to die alone but also put off a good fight. Fortresses/Castles trains highly efficient combat units (or elite rank units) *Available during city phase High cost *additional metal cost High combat stat (Almost on par with champion units, but champion units still overpower them) Above moderate training time (Only trains a little longer than those who trained at the barracks, both received good training, only that castlefolk could be upper class citizens that have drilled in the castle grounds) These fighters are ideal for late game combat, they outmatch the regular fighters trained at the barracks and can hold off champions if used wisely. One point here is to emphasize the role of basic rank units in building up economy, they are most vanilla of the citizen-soldiers and are tied really closely with the economy while still capable of providing military service under necessary circumstances, say if a territory is ambushed. A player/commander can still train fresh citizens in the art of war, but this takes time, and one must be very clever in order to en masse a veteran army out of fresh recruits. This makes the game interesting, well-off players are able to field decent soldiers while those who are falling in hard times must rely on the available militia for the defense of the territory, likewise a militia can still be effective if they are garrisoned or protected. This emphasizes that milita are quite good for local defense, and can also be trained as effective veterans if used cleverly during campaigns against the enemy. There will be more variety of units for late game, this can help in developing more tactics and strategies against the enemy. Plus there will be a good balance between the three ranks in the early to late phase of the game A substantial amount of basic units will be deployed for resource gathering, it will be a waste of resource to invest on them as regular combat units Majority of the population tasked with regular combat will then be invested in advanced rank units It will be ideal to send tougher units during late game and this is where the elite ranks fits. It will really depend in your strategy, you can carefully en masse elite units via promotion, as I've said, but this takes a lot of patience and time, you will have to use your healers more.
  20. @stanislas69 @wowgetoffyourcellphone @LordGood @Hannibal_Barca @Nescio Plus other modders who might find good use for it.
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