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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. if they are going to be committed then i will be proceding to clean and adjust i had some things to do before uploading full but i was waiting for approval and opinions and also i will try a canter animation for chariot horses.
  2. Add scaffolding's to upgrading turrets/structures and for hybrid units maybe a switch animation for unit's like the chinese archer/swordsman in ROTE ; for example: if the unit is switching from sword to bow , put the sword on the sheath and grab the bow (if its in the back) and add the same upgrade time as the animation
  3. in any case i still have the blender files for everything so it can be checked, modified, used, etc.
  4. I didn't understand, what is exactly needed in the gastraphetes?
  5. this is what i found and at i see what enrique's had planned for the spearman cavalry but also i notice he used the horse mesh as he uploaded to the public folder, the same size so the one i edited is bigger the size will be a problema in the future?
  6. If its possibly i like to see how enrique's made horses animations i want to improve the ones i got and deliver something enrique's would do, specialy death animations.
  7. i see, thanks in advanced mostly is for try injury look like now that we see in alpha 22 kart damaged variants i got the idea of try injury look like for units as seen in Black and White 2 but also for try making the units more realist, because the whole animation pack enrique's made its pretty good but the relax animation at least in a battle scene doesn't fit to me so my plan is change the combat.approaching animation for walk_ready type if enemy is withing X range use idle_ready otherwise keep using the relax variant for natural behavior.
  8. I have a question about the UnitAi components: After reading for a while the file i found that every resource have a subdivisión "gather_" "carry_" and the walking orders are divided by "individual.walking" and "individual.approaching" for combat, so in this case it would be posible to define different types of walk_; run_; idle_ animations ? i want to know so if its posible i could try bring injured walking animations and could use the ready variant when using the "combat.approaching" state
  9. There's another animation maybe for formations use or attack variant also, animations and files are committed via github desktop @stanislas69
  10. The crossbow is a simple crossbow or the Chu ko un? i'm going to animate both weapon/unit.
  11. @stanislas69 when the faction is comitted should i use the horse update too ? or just leave it to the xiongnu cavalry
  12. most of the things are done, now its just fix the templates for the alpha 23 and add the civ bonusses with the alpha stables, also should Modu Chanyu be added as a hero (cavalry)? History:
  13. i've made the champion cavalry both spearmen/archer (upgrade system) considering the image has both spear and quiver/bow.
  14. Any xion building don't attack so they have to rely only in their units so if you are moving your CC near the enemy you better be prepared or you are risking everything is not a walking fortress they have.
  15. Those are the two choices to take to be or not to be: Upgrade system with territory restrictions when unpacking (own neutral). or just don't use territory influence and be totally nomads. like total war attila, (Huns) won't settle down they were always as an horde and they decresed food production maybe could use a big range aura in the chanyu's hall decresing resource gathering rate
  16. thanks @elexis the "CheckPlacementRestrictions" worked at least for the territory unpacking in this case upgrade.
  17. Alright then, its okay but now i wonder if this is going to be implemented this will be implemented asap in alpha 23 for use?
  18. As for the packed versión of every building i will reduce visión to 0 so in this case players won't be moving their houses everywhere alone whitout protection and behave like a nomad civilization protecting their settlements as an horde and maybe increase the loot for every packed building when killed so it won't be either beneficial for the xiongnu to lose their carts/wagons.
  19. Disabling the Territory influence at least they won't steal allies/foes land yet, buildings can only be builded on own/neutral territory.
  20. The problems with packing/unpacking system is that the unpack unit don't consider the area when unpacking and could cause some overlaping buildings/resources and the player using the xiongnu faction can steal territory influence and even unpack inside the allies/enemys territory so maybe i should remove any territory influence of the xiongnu and make them only neutral. As for the big buildings (Double yurt buildings) i made another cart a bit bigger, but in any case only 1 cart couldn't carry all the resources needed for build again the barracks so i've made an empty versión of the barrack with only 1 yurt building and the other "under construction" with an upgrade system, so it makes more sense the cart can carry at least enough resources for build the 1st yurt and then the player rebuild the rest of the building for less cost as an upgrade Barrack Empty Cart
  21. If the burial mounds are possibly to make in a 3d file why not having as a wonder, i saw a lot of archeological videos about burial sites of the xiongnu; and the other big question is: How could be the faction emblem?
  22. forgot to wrote the function of it, if you make an stationary limited weapon then you will have X popularity consumption, so you have 2 choices A: leave the unit there useless or waiting for another victim or B: kill the unit with the controls. Doing what i thought would be an automatic clean function.
  23. i've never tried the "spawn entity on death" before so if it Works as i think maybe the catapult could use the same lifecycle of the slaves on delenda Est dying slowly but if its possible it could spawn an empty onager maybe weathered or damaged for upgrade as a new one something like a clean or recycle entity before death.
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