Jump to content

wackyserious

0 A.D. Art Team
  • Posts

    2.079
  • Joined

  • Last visited

  • Days Won

    90

Everything posted by wackyserious

  1. Thanks, I think the issues are related with r26298 Yes, the main mod repo at github
  2. I agree with a soft implementation maybe if it will make it before feature freeze, merc camps are excellent ways to showcase more historical units in the game too
  3. Can someone help me fix the civ file and what might be causing the error, I just finished re-organizing the Thracian mod art folder to be compatible with the latest SVN updates.
  4. I've read the thread earlier and saw the suggestion for archers too by @Nescio
  5. Vegetable gardens 1-2 workers and it has a requirement of 1 house each in order to expand? Like this can be generic to all civs?
  6. Place the minister in chariots, add additional pop requirement, maybe like it costs 3?
  7. It's the guys at the back rows, why I suggested that a cape prop can do the trick, maybe, that way colorful part of design can be retained while dominant player color is still active and maybe no more helmet for these guys, plus a mix of limed hair and regular Celtic hair variants
  8. This is what the textures above look from a distance, by the way the shield helps with player color visibility, thinking that adding a cape will make it even more visible
  9. I'll try to dull the colors a bit more, wanted to stick to the intended design for the celts which was to make them look colorful, also I am starting to avoid browns since most faction now look too much brown with some of their units, something that I also noticed, specially with the ones using linothorax
  10. Getae horsemen could be added, I guess, Illyrian raider too, maybe? I think there are Thracian units already in the game
  11. Been following @Duileogas concepts for the Lusitanians, for the elite units I added linothorax as a variant.
  12. This plus the concept of having obstruction for actor files makes a good idea. Like it can make the campaign more gameplay and objective focused, no more units running around capturing houses or other buildings, just straight point unit to unit combat or objective targeting of defensive obstacles to the mission
  13. Current Han Xin texture is very similar to the han_officer textures
  14. uniform group is now han_officer_01-06 (where the colorful tones are now player color), is there a way to bring them back without affecting the last commit?
  15. I saw this earlier and I have to post it here haha
  16. Some games use arrow trails I believe give better visual
  17. @Stan` I was thinking about this for the obstructions, and maybe like just have defensive towers, or cc as map simulation files which are to be captured or destroyed in mission scenarios, also with walls, like only one segment of the wall will be a simulation file where that segment is to be attacked as part of the strategy etc.
  18. I was thinking of a single campaign map for the following 1.) Sulla's Civil War (Where build is disabled and two armies will have to eliminate one another in the streets of a Roman city) 2.) Serville War (Same with first concept but player can play as the Slave rebels using the rome_infantry_swordsman_slave as units) 3.) Helot Wars
  19. No like just for eyecandy and if used in maps, only for scenarios just like a scenario where it is urban combat and you don't want the houses to be falling apart, the main function of these actor files with obstructions is for eyecandy and missions and not to be used in a disadvantageous ways in single player/multi player maps
  20. Maybe for campaign purposes and not in normal gameplay, or minimal use in maps, maybe a slow integration or a showcase map/scenario for it?
  21. Should we green light this experiment? This would be interesting for campaign and scenario maps
×
×
  • Create New...