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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. @Stan` upgrade afther the upgrade you mentioned:
  2. In-Game: Small enough to fit in a wall tower: @wowgetoffyourcellphone @Stan` what would be the best animation: A: Infantry carrying the weapon on his shoulder right hand and left hand carrying the base + basket with arrows in the back. B: Classic mule or chariot.
  3. Trigger is done Cheiroballista 99% done, two animations done. Only need to animate the operator and bake legio plaque: Done also a simple death animation for not having it idle like other siege engines.
  4. Will add them after finish it. Only need crank or "gattling" to finish and legio plaque:
  5. @wowgetoffyourcellphone i only imagine that this would be used in your mod so no point to post it in another space. Progress with Cheiroballista: Only a few details to be done. Plus animating both weapon and Operator.
  6. with some good references sure! i just fixed last night a bug in my new procedural wood and looks good to go. Here a WIP of the Cheiroballista ive done for fun: Look at the normals event have knots!
  7. this is what comes my mind looking this "armor"
  8. Harder and faster IA. This is just a suggestion for really hard singleplayer IA for have in mind later if possible. Have any1 of you played Dawn of War - Dark Crusade/Soulstorm? That game in hard mode is pretty much fast and hard but having Ultimate Apocalypse Mod with it makes it X10 times faster and harder just like the name An Apocalypse!. Recently i was playing one campaing and lost 3 times before capturing the first map enemy city because while i was controling 1 single squadron my enemy had 10 army capturing each outpost and attacking my base simultaneously. Haven't played it for so long time make my brain got tired really quickly due the fast attacking and coordinated waves the IA sent. Compared to 0.A.D. attacking waves wich are kinda obvious from the roster to the timing. Just a nitpick suggestion for attack waves. I would like to feel my brain struggle having to micro manage each army squadron between the whole map instead of just a single flank entrance, in 0.A.D i could even make a wall hallway full of archers and IA still will go throught it eating the whole trap. If i ever find myself in trouble again in Dawn of War campaing will post here a little screenshot of the battle so it can be seen from another perspective.
  9. @Basshunter doing metal helmets is my hobby now so, if ya need some let me know!
  10. i was getting an issue with maur elephant archers not playing death animation but now is fixed, wich means archers are done. Missing only Driver but this is just Idle poses and Death.
  11. if we ever implement a proper usage of shields to protect from arrows as well as formation bonuses, here is a new one for the scutum shield for use with the "closed_order" formation:
  12. Looks like this whit the decorations just that i forgot to do the decorations and different visor:
  13. Theres one already done, do you want the crest to be as a variant of the centurion helmet or another actor with transversal crest only?
  14. Good, been doing slowly but making advance on the elephant animations at least.
  15. Done. Np, i want to have that folder clean and stop scrolling a lot throught tons of duplicated helmets of the old variants. If i have some time after ending the animation re-export i've see if i can separate helmets by their respective kind in the old variants, there are a lot of duplications because of helmet mixing.
  16. Its funny because some of them were duplicated and others an overwrited helmet by the new ones but they didn't were removed due the actor update at some point. Fixed them in the last commit.
  17. @Stan` will add the gallic kind helmets (only gallic) to the game as replacement of the old gallic i've done following the cleaning of the helmets folder.
  18. @Stan` im preparing a commit to move all old helmets into a new folder inside helmets called "old", also in the texture folder as well. im checking first for every changed file path and variant so after this patch i'll let you know in case i miss something and checkref found them.
  19. @Nescio patch fixed that removing the nerf or buff off every unit kind. And yes im glad you mention that, that is also another broken fact of infantry speed the only way speed should be different between infantry is running and running should be implemented only with stamina for not having it as an exploit of skirmishers. Honestly this isnt a "balance" issue, this an exploit and an insult to realism or immrsion in gaming, is kinda stupid and not doing anything only worsen the fact of the speed exploit. Look the most modded game of all: Skyrim. It has magic, beasts, dragon, huge axes and everything an RPG has to offer, Yet the community of this game made thousands of mods to make the game more realistic and immersive by adding hypothermia, thirsty, hungry, deceases, Mods to modify combat into directional damage and proper sword and shield combat etc. Everything to make the game realistic and immersive for the community taste. Who was wrong in here; The community who plays and buy the game , Or the developers ? Remember AoE 2 Forgotten devs. Doesnt that applies too to 0.A.D. ? This is a game for educate our community about history but what about realism? We have to question ourselves "What are we teaching ?" That a skirmisher walking zoom all over the map? That a ram is faster than a pikeman formation charging ? That an skirmisher army was more dangerous than an army of well protected and shielded pikeman. Also the fact of having different kind of walking speed is just another excuse for being a clon of AoE. If this game doesnt want to be compared with AoE, do the right. Implement good features: Realism in human matters, Realism in combat, the opportunity of create batallions after creating single infantry and then make them forget about gathering and improving their combat skills while they are in batallion.
  20. Might have to wait to wednesday till i get back home.
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