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wackyserious

0 A.D. Art Team
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Everything posted by wackyserious

  1. Falling tree animation + Fallen tree and timber mesh/model (Can help cut allocated animations in harvested trees (swaying animation) and ?lower polys? (removing tree leaves), plus it helps visualize industrialization) Step 1: When a tree loses 5% health (190/200) it will display a falling tree animation.Step 2: The model will change from the animated swaying tree mesh, to a static fallen tree mesh. (from this point, gatherers will use a new and matching gather wood animation)Step 3: When it loses another 5% health (180/200) A new mesh will replace the previous one, a cleaned/trimmed version of the tree mesh (the same tree trunk but with its branches and leaves removed)
  2. (Already posted in the PM, I'm posting it here so that others can read it too.) "Týr is a god of war and will take mead, meat and blood for sacrifice. If a warrior carved the rune Tîwaz on his weapon he would be dedicating it to Týr and strengthen the outcome of a battle to be in his favor. After a warrior has dedicated his weapon to Týr he should not lose it or break it." Interesting, but I'm not sure if it is credible, those lines are taken from the Wikipedia entry on Tyr. I thought we could use it for shield patterns. Also, here's an article explaining the meaning behind Lagertha's shield symbol in Vikings http://www.ibtimes.c...-winnik-1569558 It is written on the bottom part that, the shield symbolizes a tree and the rune Fe. Largertha's shield pattern looks like an "inverted tree" and if you try to read the wikipedia entry on the Tiwaz rune, the usage section describes something about multiple or stacked tiwaz runes (A tiwaz rune looks exactly like an arrow point, facing upwards, and stacking it together forms a symbol that looks like a tree)
  3. It sounds hectic if it needs a special mesh.. Where will I attach the first two as a prop in the 3rd actor file?
  4. Can you explain how child actors work and how to use them? Specially the part where I can simultaneously use both object_color and player_trans.
  5. I'm taking advantage of the object_color option to create more variety without using a lot of .png files But the problem was, I cannot integrate player_trans in the skins since it is already using the object_color option..
  6. Uhmm, say for example, I wanted the rome_infantry_spearman_b.xml in the simulation/units folder to use two different visual actor files, something like a variant actor file, can that be possible?
  7. Is it possible to do so? I wanted to use both object_color and player_trans simultaneously in one actor file to create more unit skin variety, but that is not possible, right? I'm working on unit/skeletal skins, what I have in mind was to use two actor files for one entity, one using object_color, and the other using player_trans, but I have no idea if that is possible..
  8. Thanks, I'm planning to complete this faction mod before December, a Holiday gift for everyone. I'll see what I can do about the player color
  9. "One does not simply walk into Mordor."
  10. There was a BFME2 mod, I forgot what the name of the mod was, but what they did was, they added the ability to divide/rejoin the vanilla game battalions (in vanilla BFME2, you cannot divide a batallion) The game Praetorians also has a similar feature. Yeah, I also agree with you, It would be interesting if this game can integrate a feature similar to the games above. (Troops under a "formation" are selected as one unit, fights closely to each other and not too scattered, and doesn't chase enemy units individually(causing the formation to break), but chases an enemy as a group)
  11. Hmm, so we will just let the shields handle the player_color? (Also, the shield texture rework constantly gets delayed, I'm sorry. I will try to work on those after working the clothing textures.)
  12. Got it, ah, I almost forgot about that thing So we will implement a design plan similar to what was used by the Total War series.
  13. Yes, and IIRC, someone else before me also suggested to switch the default action to destroy instead of capture in buildings.. (It is your choice (ctrl+click) if you want to capture the building or the siege engines, making it less hectic.. specially if you do not really want those buildings/siege engines..) The victory goal is basically annihilation, territorial dominance is just a possible strategy to achieve it. Just some idea for the line of sight, I don't have any idea if this is achievable or if it is hard/easy to implement.. Just a suggestion.
  14. I need opinions, are these textures too colorful for the Norse? Player color indicators: Pants, shields and capes
  15. New preview image featuring the new Norse house models designed by Le Druide Gaulois and 3D modeled by Stanislas69
  16. Ah, sorry, I've looked on the OneNote topics, so there was already a planned Rus' faction for part 2.. but they belong to the Late Medieval Period timeframe (1301-1500 A.D.) A bit off topic, I suggest that we divide the mod timeframe again.. 1.) Early Medieval Period https://en.wikipedia.org/wiki/Early_Middle_Ages (Fall of Western Roman Empire - 1000 A.D.) (The dark ages or "What we are currently working with right now.") 2.) High Medieval Period https://en.wikipedia.org/wiki/High_Middle_Ages (1001 - 1300 A.D.) Faction: England (High Medieval) aka "Norman up to Angevin England" Highlights: The Crusades ( First, Second and Third Crusades)Faction: Rus' (High Medieval) aka "Kievan Rus" Highlights: Start of the decline of the Kievan Rus', and culminating to the Mongol invasion of Eastern Europe3.) Late Medieval Period https://en.wikipedia.org/wiki/Late_Middle_Ages (1301 - 1500 A.D.) Faction: England (Late Medieval) aka " England during the three phases of Hundred Years' War" Highlights: Hundred Years' WarFaction: Rus' (Late Medieval) aka "Remnants of the former Kievan Rus'" or "Various Rus duchies, principalities and republics" Highlights: Establishment of various Rus' political factions and the conflicts between these groups, culminating with the dominance of the Grand Principality of Muscovy
  17. Ah, yes, I also agree somehow, that an Eastern-Viking faction is not necessary right now, but we should Introduce the Rus' in part 2.. They were the first victims of the Mongol invasion of Europe, with the lack of unity of the Rus people and the disintegration of the Kievan Rus' the Mongols were able to easily penetrate though Eastern Europe. (Kiev was besieged in 1240) How about a new mercenary unit? Doesn't have to be that strong, maybe the equivalent of an elite swordsman. We can call them something like, Eastern-veterans or Varangians mercenaries and trainable in ships or in the market place? They are the ones who will be wearing lamellars and Eastern influenced clothing.. By the way, are the Swedes during that time really don't look identical to the western and southern ones in terms of clothing and architecture? I believe that the image that Le Druide posted on SPM is a Varangian-Norse or simply, a Rus'..
  18. I think we should create a new faction if we want to see Eastern-looking Vikings in the game. The Varangians or Rus were a group of Norsemen who explored, raided, and later settled in some parts of Eastern Europe, mixing with the local populations. Some of their major town and cities became important trading centers in Eastern Europe. The Rus dominance in the area declined when the Mongols invaded the area. Culture: Rus / Varangians Parent culture: North-Germanic and Eastern-European mix. Political factions: Kievan Rus' and Republic of Novgorod Military units: A mix of Rus/Varangian and local Eastern-European troops Champion unit: Druzhina (https://en.wikipedia.org/wiki/Druzhina) Mostly, Varangians in early period, became a mix of Rus' and local nobles later on. Architecture: Eastern European
  19. Interesting topic to read https://en.wikipedia.org/wiki/North_Sea_Empire
  20. They look more Danish-Norwegian (right now) for me, and I think that it is heading on a good direction. We could make a new civ proposal for the eastern ones (Swedes/Rus) The naming of the two factions would be the problem. Say, Norwegians vs. Irish Danes vs. Anglo-Saxons (Which group attacked the Frankish territories, by the way?) These two groups operated mainly in the Western side of Europe and then, Swedes vs. eastern European factions (with the swedes using a mix of lamellar and chainmail armor and clothing styles which are slightly influenced by eastern European cultures.)
  21. *drools Norse structures.. Someone model them quick! (Please)
  22. Niek, maybe we could replace the role of the house with a new building. A winter camp or simply a Norse/Viking camp. It should act like the Seleucid military colony. We could also transfer the training of battering rams to that building, it can also be built anywhere on the map and units can be trained on that building.
  23. And.... another suggestion.. structure rotation button/hotkey on Atlas ( Like the " [ " and " ] " in-game button/hotkey )
  24. Nope, not on the interface, I'm pertaining to the hp indicator on the map/game/world itself, the one that appears when you hover the pointer on an object. (I know that it is already implemented in the UI but IMO, it is not very noticeable in-game.. specially if you are new to the game)
  25. A much better approach indeed. Interface enhancement suggestion: a tooltip below or above resource hp that displays the amount of workers in a resource (when hovering over a resource/object)
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