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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. 1 Step ahead of references: Yep, thats the plan, high attack output while removing the ability to move (i wonder if its possible to make it unable to rotate also). Yes also, it could have a bonus agaisn't infantry, being this weak agaisn't cavalry and ranged attacks. Boltshooter should be faster pierceing projectile while stonethrower regular speed sling stone projectile. For other cilizations like gauls and mauryans capturing this siege weapons i wish there was a feature that make the captured entities decay at time, in this case for weapons means that the gauls would learn how to use it but not build them, but not using it properly neither giving proper maintenance it will end consequently damaged over time and lastly decaying to death.
  2. @borg- I tag you here so you read my proposal at the first post talking about a new artillery gameplay. I wonder if its reasonable what i have proposed and if its possible make huge ballista/lithobolos being build on battlefield instead of carrying it on a chariot. Gameplay speaking i need to split artillery in different clases. Boltshooter: Scorpion, Polybolos, Oxybeles. Good for killing infantry, this artillery should be able to be killed with arrows and slings and shouldn't be capturable, so you should use them for skirmishes and protect them as well. Stonethrower: Sling ammunation medium lithobolos/ballista. This should work well for fast siege deploy and ambushes with a decent range (Range should be about the same of a tower). Should also be killed by arrows and slings but this time allow to be captured. Heavy Stonethrower: Huge Rock thrower specially for siege towns from the distance. If its accepted that should be built on the battlefield whitout rotation i would do some meshes of the ballista being built. However this should require about half time of a Fortress. Why that? Well, you build a fortress with a full manpower and resources. If you are building a siege weapon on a battlefield that means time isn't your friend here being enemies able to see you will give them the chance to send the cavalry and destroy your ballista before its finished. The range of this one should be more than a tower. But this will have a decent amount of min range to give a chance of infantry and cavalry to destroy it before getting hited if they get closer. Stat speaking: I need to increase repeat time of stonethrower from 5000 to at least 7000-8000 in order to avoid visual glitches of siege artillery being shot faster. For Heavy stonethrower since it could be a new template this one should be around 10000 being slow but buffing the range and crush damage. Boltshooter will see if it doesn't shoot faster when i've done the first new light artillery.
  3. For some reason the FPS didn't go above 26 fps on blender sometimes 20 and i doubt it is my pc, thought i have to check. With the light lithobolos didn't had this issue.
  4. Ese es el que trae el blendfile, y la capa bueno, por si de casualidad alguna vez implementamos garrisoning en las artillerias haciendo que cualquier unidad de infanteria pueda operarla, si esta unidad usara una capa se veria horrible si no la animara.
  5. Ok, probably not going further than this, this was a pain to do and i don't remember how many times i've started from scratch because blender rotation bones bugs or clipping with the hip. And i want to look this beast already ingame. (Probably i will have to reduce attack speed for avoid having a tarzan climbing the lithobolos)
  6. Progress update on heavy lithobolos: I have in mind 5 crew for this, 4 pulling the levers and 1 moving the sling wood plank and placing the boulder projectile.
  7. Since it only sink inmediatly i've only done a simple animation of the main wooden support lit towards, So the weapon isn't destroyed but "disabled" however maybe i can make it a lil bit heavier tearing apart some pieces after death, only the main pieces.
  8. Thats good to know, i was about to ask something like that to fix the unsync horse hair while unpacking wich came from the 2nd update. Apparently every entity picks animation randomly when engine assume its his first placement on the world or the simulation. This is not a horse related hair bug but aparently entity issue. We need to have at some point on visual animation Force the entity to pick Always the first animation for all the actors and then start choosing randomly the rest of the idles. While packing or unpacking the game take the switch between packing and unpacking state visually as a new entity on the simulation, thats why i gets unsync.
  9. First it is only visual assets changes, i've already done with the medium artillery lithobolos, now i will have to make at least 2 big versions of lithobolos, 1 medium ballista for romans, Finish my Polybolos wich is only UV adjusment and finally make a new Scorpio. However for properly implement them whitout having a weird visual glitch like kush hero archer gattling gun, i would like to propose that gameplay change on siege (propose, not force neither commit it whitout asking any1 else) why? Because we already see a disproportional size visualization on Rome Ballista with all the lithobolos, while i've already seen enough reference of greeks having the same size of artillery so.. for more realism and immersion i vote for giving light artillery they own template, as well as medium and finally Heavy. Giving this to the main Civilizations with restrictions giving a limit of the recruitment could also help but also i try to aim for historical accuracy Visualy speaking wich is my only area. Size, Usage, Skirmishes/Ambushes or Besiege Cities. So templates could either be light, medium, heavy artillery or Boltshooter Stonethrower, Heavy_Stonethrower.
  10. Upcoming new artillery preview: Small 2 Operator lithobololos: For those who always asked for a "Tower" Artillery, this could fit a tower (and if it doesn't tower will fit on it). Following references made this siege artillery wich is an smaller version found on a reference but not seen only one but multiple times, specially on some artistic drawings of macedonians on a river using it wich can be appreciated that isn't that big in some cases and it does in others. So the point is Split artillery in 3 Classes. Light Artillery: Oxybeles/Polybolos/Scorpion. Fast shooting light artillery, good agaisn't infantry. 1 - 2 operators. (Yes the plan for modders (not main game) could be upgrade wall towers into roofles towers for small artillery). Med Artillery: Lithobolos, Roman Ballista Medium size ideally for ambushes were the artillery is faster to move carried in a wagon as usual but with shorter range and smaller stone projectiles. 2 - 3 Operators Heavy Artillery: Roman Heavy ballista, Carthage Heavy Lithobolos, Reinforced Heavy lithobolos. Ideally for besiege towns from a long range, Expensive specially on wood, acquirable only by some factions, stronger, slower than a Ram and if its possible it should be good to have a Tech to unlock them,. 4 - 6 operators This could make artillery a 3 phase gameplay being workshop available at 2nd phase unlocking only light artillery, Med artillery and Ram at 3rd Phase and Research about some kind of education recquired by the greeks and romans of that era wich allowed them to do this possible). This is only my thought, this isn't a gameplay choice im placing above all other decisions. But thats my plan, Hopefully maybe someone add it to a mod or maybe it reaches main game. Some references i have for my plan:
  11. All this time i was looking for a game reference of archery and horse movement, and i totally forgot about this masterpiece ive played on ps2:
  12. After 5 Days of cleaning, animating, moving, deleting, searching, bug finding... It is done! Hopefully theres nothing much to be done later but it may be something i've missed. Clearly tweaking the whole cavalry isn't a small thing, those are thousands of actors + a lot of animations. Variants used by capes for cavalry: You can copy this variants and replace the ones in your cavalry actors in order to match the new ones whitout too much trouble. You can also use Notepad++ Search tool for replace in batch all actors whitout too much trouble like i've did, otherwise if i would have done it 1 by 1 it would had too me weeks to finish: Red: Old variant example. Blue: Replacement copying the variant. For horses this are the new variants:
  13. Only tweaking gallop in order to get a smooth movement whitout many jumps. Horse is done. Cavalry done. Smoothening Galloping on riders for make the animation more able to handle movement combat such as firing while galloping/pacing or thrusting. Galloping animation went from Ready only to Relax/Ready state, so if we ever implement Running by double clicking again Running relaxed is for the command while running Ready is for chasing. Aspis cavalry is more supported having more animations.
  14. With the recent fixes made possible to add longer idles on cavalry. Idle count now is 5 both on horse and rider.
  15. Looks good but too relaxed. Attack speed should be the same on every infantry based on their kind. A longbow man will of course be slower but that means "Slower" in terms of human speed, no Faster in such way that becomes inhuman. Tweaking cavalry to find a good attack speed found that for cavalry best is repeat time 1150 for both spearman and swordsman, No need to be different. Only the attack should be different. Is like, ITS COMING, HOLD ON IN THERE, THE ATTACK IS COMING........ 2 Hours later.... "Stab" 30 damage compared to the 10 damage per second done by the cavalry swordsman.
  16. Nope, that would have took me moooore time to only set up the collision. Probably a task for another time, at this point modders and our recent changes have to make too much changes either by naming duplication and redundancy or for fixing hide bugs.
  17. haven't seen it however AoE always had good death animations
  18. Objective achieved! New Cavalry death animation done!
  19. @Angen may want to hold the fixes to rider capes since i've replaced all of them with the same way of infantry but with new variants.
  20. @Stan` found a solution for capes with ranged attacks: ranged variants will have to include the attacking animation in the main variant as well as using the secondary variant in order to let the main actor decide above the cape wich attacking ranged choose from, being it archer hip or back or javelinist.
  21. After a very long variant's cleaning for all horse related actors ended with this result: Horse props such as hair or blankets now properly supports multiple variants with different movement animations and/or idles. Horse props such as trader or fauna no longer are required, neither their variants so a lot of duplicated files will be deleted. Breaking changes: Horses variants in order to work just like capes work now for infantry they require to have the id tag exactly as the prop tag ie: Where it used to be <variant name="Idle"/> now it needs to be replaced with something like this: <variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/> Here a list of the variants: As you can see, theres no longer required a "horse_swordsman" since it doesn't make any difference spearman from swordsman, so it is now related only to the walking animation Currently movement animations (Blend file have some more): Horse_Walk. (Used in trader horse) Horse_Walk_Relax. (Used in fauna horse) Horse_Trot. (Used in Cavalry horse) Horse_Pace. (Used in Champion's horse) Horse_Gallop. (Used by most of horses for running) Variants were usually placed in biped/ folder being them a children of another variant placed in biped/rider/cavalry. In order to reduce amount of files in biped/ folder and also reducing redundant names All riders variants will be moved to biped/rider/cavalry folder for have a cleaner biped/ folder. List of variants so far for melee cavalry: The main objective i had in mind was to standarize rider capes just like done with the infantry for have less annoying cape folder, but one thing led to another and i've ended fixing the initial bug we had whitout knowledge for the horse props. So for be less specific: Fixes/Changes: Horses now are able to handle more movement animations whitout duplicating props wich wasn't possible before. Less variants files for horses and riders. Less actors for horse props, less actors needed for capes. Added xml header for some variant's wich didn't had them before. Improvements: Better visual looking attacking melee animations. Better visual looking attacking ranged javelin animatios. New walking animations for horses. Stored in blender; Charge attacking spear and sword animations, Attack ranged with bow while moving.
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