-
Posts
3.462 -
Joined
-
Last visited
-
Days Won
178
Everything posted by Alexandermb
-
They aren't cyborgs aren they? They are more like a different kind of civilization or race from the space with their own equipment or weapons. wich is different from a "cyborg" term.
-
For a full race sounds complicated, for a "Terran" Race it would be best implement it as "Techs" for better damage or resistance or simply add new units with exo-skeleton or augmented limbs. Augmented "Humans" with melee skills.
-
Wich weap positions would you guys need? i mean, bow from back, bow from quiver (Though i need to bake a leather quiver first for bow.)
-
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
i've reduced the stone projectile to match the size of the lithobolos. The actual projectile is the size of the giant lithobolos. -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Stan` @LordGood shall we use the new projectile decal used in the new artillery towers instead of flaming decal impact? -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
-
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Well, siege artillery is finally done. I only need to do the different projectiles meshes and actors to finish. Giant artillery will be kept in case @borg- include that in the next changes for buildable artillery on the battlefield as proposed. Med ballista has the same size of the current artillery. Except for roman ballista wich has more lenght but less width. -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Well, as @Nescio theres no much difference between roman and greek artillery so i'll just change the capitulo and the frame position of the root: -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
-
Might want to tweak the top texture with brigther colors on wood to match yours.
-
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
5 only, the ones seen before and lastly Scorpio. Missing the light Roman ballista and if isn't much trouble the Medium ballista, lithobolos. So light artillery 2 operators, medium 3 to 4 depending what is needed. And lastly the ones already done Wich are heavy lithobolos and ballista with 5-6 crew. Mostly I want to visually offer the destroyer of walls and fortress as the heavy artillery. Those would be the door breakers of the walls opening walls to let your army get into City. This should also be done considering rams will be nerfed at some point. The medium artillery will be the ones you carry around for combats and small sieges. Lastly the light artillery Wich will be for skirmishes, defenses like walls or ships and infantry decimators ought to be used mostly but also very weak so they wouldn't be that reliable. -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Light for boltshooters yes, however I meant Tier 1 artillery, tier 2 would be medium stone throwers about the size of current lithobolos and finally heavy or tier 3 artillery Wich would be latest lithobolos and ballista. -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
-
Ships are like structures, thats possible.
-
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Pretty much what i've propose. Also make bolt-shooters weak agaisn't projectiles, the siege engine is very small so it won't offer any cover from skirmishers or arrows. A Giant ballista offers a little bit of cover however it shouldn't be that weak to projectiles. -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Perfect then, no need to do the variants. Haven't started yet with scorpio but won't be an issue since i will reuse everything from other siege engines such as lithobolos/Oxybeles. -
From artist view: Define first what are the mechanism/motion of the factions engines such as aircrafts, tanks, morphological build of the entities. IE: Following Warhammer 40k; Tau: Have squared levitating tanks and armorships wich also are squared but behave as an Exo-Skeleton firing and moving. Eldars: Very different from Tau having soften edges on tanks and Tall machines wich are clearly controled by itself or by another kind of entity whitout crew. So from a Starcraft view this would be Tau - Terran / Eldar - Protoss. Very important to avoid having mixed designs between factions.
-
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@Nescio Oxybeles and Scorpio animation would be similar arent they? They both are aimed forward (Maybe a lil bit upwards) but the mechanism is the same on the operators. Besides roman would have a smaller bolt but could be picked up from a basket. That would save me a lot of time. -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Max bones reached on big artillery are 37 bones wich 10 arent used because of constraits and 6 Props bones. -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Most references show roman a different windlass/rail way to work, for example greeks use a dented line. And only for differentiate carthage is why im willing to do another one following the same principles but with different build or "Capitulo" but if it doesn't need to be different i gues i could leave it that way (That means less work to me but just to finish scorpio and roman medium Ballista) What are the different sizes im looking for? Well, visually sell what it is his purpose. For the record this are the different sizes: Polybolos smaller than current model. Oxybeles smaller than current model. Scorpio haven't started but it should have more width and lenght than current model. Litho/Ballista bigger than current model (Medium size is smaller than current model but bigger than light artillery). A boltshooter is intended to decimate enemy from a large distance in fast reload speed. This reducing his damage agaisnt building so this weapons wouldn't be that much efficent agaisn't buildings. A stonethrower could either be a medium size weapon to destroy a ship or to be attached in a ship/wall, wich a Huge ballista would certanly not be very usefull due the reload time and aiming precision. And a heavy stonethrower seen in the reference above 3-4 Talent caliber lithobolos for Destroy buildings. A polybolos with a burning arrow would certanly destroy a gaul house, but a carthage house/wall what would a bolt do? even it its on fire, it has to enter in the house between a window or something but that means every boltshooter has a precise shot. Instead, a 3 talent lithobolos/ballista could destroy a wall/building with a boulder easily with each reload time properly. Im not engineer neither 0.A.D. a Physics simulator so im very limited between Historical Accuracy - Real life usage - PC performance - Blender Limitations. Keep that in mind with any new model sometimes. While i like having measures they often are a restriction if i follow exactly due to my native languaje "Spanish" making difficult to understand some lectures however the most problem resides on not every single piece being measured wich is often leads to a dead end valley. Yep, of course, i was wondering if it was thicker as seen in one refence before. Lets Tie to our currect artillery wich is Light and Heavy only. While ladders, hooks and tunnels are good, they need navmesh just like Stronghold or Rise & Fall Civilizations at war gameplay wich is good but currently not possible on 0.A.D. I would like to leave heavy artillery offense only making it only buildable on neutral territory from a distance restriction from enemy building. Leaving them mostly for Wall/Fortress destructive purpose. Clearly building this kind of artillery wouldn't be possible near the enemy walls because enemy could destroy it with projectiles from the distance or send skirmishes to delay construction. -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Not only one smart hack, i have around 10 per siege artillery: See those bones and empties on every lever? Thats a constrait for the armature to keep the lever in place or help the direction of the movement. at the start of the lever animation you can see it is first place in the windlass and then return to handle it. Thats another constrait. -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Nope, i attach with a constrait the bolt from the body armature to the oxybeles armature. A Tag for hide the props in a certain amount of time woudl really help sometimes but in this case works as it should being attached to the oxybeles. -
===[COMMITTED]=== Siege Artillery Rework
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
So far 5 artillery done. Next in my list is Scorpio, after that Medium Roman Ballista + Two lithobolos same size variants for carthage.
