Jump to content

Phalanx

Community Members
  • Posts

    537
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Phalanx

  1. 17 hours ago, wowgetoffyourcellphone said:

    Not correct. The small shield is the pelte. Evidence that later elite heavy phalangites were called the Royal Peltasts.

    Um.. I dont think we are thinking of the same thing. Phalangites are individual units of a Diadochi phalanx (syntagma) right? Also I'm kinda certain I'm thinking of the right shield is the Seleucid Argyraspides phalangites. Argyr (silver) aspi (refering to the shield)

  2. Here is my two cents, and it's similar to @wowgetoffyourcellphone, is that this is an amazing idea, but this scale of this game doesnt lend itself well to the idea of being able to defend structures that realistically. Look at the Stronghold series for example. That game was able to use that scale because you are defending one castle. In 0 A.D., you can expect to possibly be defending two fortresses at the same time, and this level of micromanaging might be stressful on players (adding to the stress of being doubleteamed. ;) )

     

    In short, I think visually garrissoning units is a fabulous idea, only if it is used for aesthetic purposes only. No added mechanics, work just the same as it does now.

    Thats my opinion at least.

    • Like 3
  3. On 5/23/2016 at 1:20 PM, LordGood said:

    You have a YT channel? I think your lack of response has to do with a lot of us not being able to open .dvd extensions

    I'm working on it.. :) there will be one eventually.

     

    On 5/24/2016 at 3:52 AM, stanislas69 said:

    +1

    I managed to open it with MPHC;

    It looks nice to me maybe you should invert the last part so that the logo gets in place instead of getting out of the screen.

    Thanks! I'll try that.

  4. 6 hours ago, Enrique said:

    Definitely better than the previous attempts in font style and presentation.

    If you want to get creative you could try to make the Seleucid anchor into that font style and use it as it was a letter within "Seleucid King". Although it may or it may not fit, just throwing ideas. Nice progress though ;)

    I was thinking about doing that, but unfortunately there is no good letter to make it...

    2 hours ago, stanislas69 said:

    Use a serif font. To make it more greek :)

    I'll do a serif version and put it up for comparison.

  5. @borg- Dont worry, balancing is kinda being put on the backburner and stirred occaisonally until the engine is done.  But we're always open to suggestions! Thanks for the input!

     

    EDIT: (I keep hoping the devs create a balancing team but... ;)  )

  6. 2 minutes ago, scythetwirler said:

    I'm thinking of scaling building armor with phases, so that buildings are weaker in village phase, and phasing gives you armour bonuses so that citizen soldiers can destroy structures somewhat easily in village phase, but not by the time the opponent reaches city phase. Any opinions on this?

    Sounds smart! Will make rushing more viable.

  7. I was thinking, that for the military colony, it could be an large-ish building that has a similar style to the barracks, but is flatter, wider, has a larger enclosed pavillion, and mini sentry towers at each corner.

     

    Also, is the temple a Seleucid unique design? Or is that thr generic Greek temple?

  8. 2 hours ago, av93 said:

    And possibility to add anims when one set is finished? I mean, for example, add spearman animations although other animations sets aren't finished (I know that could be modded easily)

    I think what he means is say, add the spearmen anims, even though the swordsmen animations arent finished. To add animation sets one by one, not to wait to ALL the required animations for the game are finished. (translation I think)

  9. On 4/16/2016 at 0:09 PM, Enrique said:

    I stream on Twitch, I made some streamings for 0AD some months ago when doing trees and a bit of animations.

    Here is the rough list of animations that I think must be present in the game:

      Reveal hidden contents

     

    Common:

    -Seeding

    -Mining

    -Gather fruit

    -Slaughter / cavalry slaughter

    -Build

    -Promotion / cavalry promotion

    -Farmfield gather

    -Chopping wood

    -Treasure gather?

    -Carry resources (same anm? different animation for each resource?)

    -Death /cavalry death

    Infantry:

    For the sake of identifying units easier, infantry animations will be divided into the following types, each type will have different idles/rest positions as well as attack animations. Walk and run animations will be very similar between infantry types (and will be less work) but the arms position will vary depending of the weapons and props of the units.

    These are the initial types I could think of:

    Shield+sword, Shield+spear, Shield+javelin, Only Bow/Bow+shield, Only javelin, Hoplite, Pikemen, 2h weapon, Slinger

    Each of this type of units will have its own variations of the following animations:

    -Idle relax

    -Idle ready

    -walk relax

    -walk ready

    -run relax/slow/jogging

    -run ready/charge

    -Attack melee / ranged

    -Custom deaths

    Cavalry

    Shield+sword, Shield+spear, Only spear, Shield+javelin, Only javelin, Bow

    -Idle relax

    -Idle ready

    -Walk relax

    -Walk ready

    -Trot

    -Charge

    -Attack melee/ranged

    -Custom deaths

    Support:

    -Healer crane walk/run

    -Healing

    -Trader walk /run

    -Pushing siege?

    -Mounting/dismounting siege?

    -Firing siege?

    Formations:

    -Testudo:

    -Front line idle/walk

    -Back line(s) idle/walk

    -Syntagma:

    -Front line idle/walk/run/attack

    -Medium line idle/walk/run

    -Back line idle/walk/run

    -Phalanx

    -Phalanx idle/walk/run?

    -Phalanx attack

    Special:

    -Howdah attack?

    -Fake physics stunts?

    -Hero Idles?

    -Capturing/throw torches?

    -Chariot riding?

     

     

    I think I good point to bring up was the cav animation.  Right now, the unit moves at a gallop speed (faster then the infantry walk) but the animation was created for the speed of the infantry, so it is sped up and looks a tad weird.  Just a note, that the cavs' gallop animation needs to match its speed, not the infantrys'

×
×
  • Create New...