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Everything posted by Alexandermb
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===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
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Added the actor's and variant fix, however im trying to upload the animations files.
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Did that and it looks kinda the same but applying logic that works only if you have an axe. Ie: when i used to work in my house shoveling and using a pickaxe, i recall that if you dig with a shovel soft sand the shovel it goes through easily, however you can't do that to a hard surface, the impact will be the result of your strength hitting the rock + the strenght of the rock hitting back wich will impact in your arm so if you have a two head pickaxe you don't want to hold it with the hands in the tip, you want to hold it at both extremes for have a better control and resistance agaisn't the impact. otherwise the impact could return the pickaxe straight to the eye.
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fixed two isues, and one improvement. Spearman using spear(whitout shield) running animations. Fixed Swordsman run_relax_shield having hand twisted while running making the shield cut the body in the half. Fixed Increased speed of running animations in a realistic speed and less jumping. Improvement
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iiners? what is that? if i have more free time later after fix everything i'll give a shot to the panther and this one:
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Use some screenshots to enphatize your points on this ones (pikeman, shield walk), could help to fix them, i just saw the archer jog. Also if have possible references for mining would help, i wanted to improve that one but was kinda hard to control the swing of the arms when minning.
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Finally someone got the point otherwise i would have to explain it on spanish i was running out of words in my english knowledge. The day we have Shield/Armor based defenses surely we will have strong balance issues to face. Heros is just one unless it affects globaly, by this time of the game it would be a moss pitch battle instead of the hero aura wich affects the battle, because we don't have yet directional attack neither working formations bonuses. A battle would mostly depend on the broken template and the amount of infantry instead of Elevation, ambush, ambient, tactics, equipment.
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Exactly, but that balance is done to the template wich means X template affects A-B-C-D-E-F-G-H-IJ-K-L Civ hero auras depends on the documentation found about the hero itself. Unit types Kushites already have a whole roster with all the infantry kind, (Clubmen, Archer, Javelinist, Axeman, Swordsman, Pikeman, Spearman, Elephant, Cavalry) And it isn't the broken faction so far. because it doesn't exist the broken faction. What is truly broken is the Infantry Type.
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Why worry about balance? Right now the unbalanced term isn't provided by a civilization neither by civ penalties or bonus, right now in the state we have the game no penalties issues if we implement new factions because we don't have different stats pero civ infantries We just have a plain template for each civ. ie: Gaul vs Romans aren't exactly Gaul civilians vs Rome Legions, in gameplay speaking they are just Template_Slinger + Template_Spearman Against Template_Swordsman + Template_Javelinist. We don't have balance issues related to civilizations but instead related to the infantry and the siege templates. Unbalanced would mean like happens in League of Legends: Champion A haven an skill wich explodes your champ comparing your damage done by your ultimate skill wich makes half damage of the other champ. in 0.A.D. Terms Legionaries having more defense because they have chainmail compared to Gauls having less defense because they are naked. We don't have stats to balance, we just have templates to adjust in matter of seconds instead of making each civ agains't any combination possible to see a broken infantry.
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Here is a quote perfect for this: Just becase some were left behind doesn't mean all should perish. in other words, just because some people it is still limited to some hardware restrictions it doesn't mean it should be bounds for us for continue developing. I wish i could play Monster Hunter World with my friends via online but i can't and i have to live with that. So i just played Old monster hunter games from psp EMULATED in my pc with a friend. is like having 10000 gaming community and say to 9999 of them: "Oh im sorry, i can't add your country favorite faction because this little guy over here in this forgotten country can't afford it" And for last but not less important, im pretty sure those pay per MB connection users will download AoE 2 DE whitout hesitate even when it would have around 20-50gb size.
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i've just read the discussion here, in my humble opinion not as art deparment member, not as the Venezuelan guy with the worst download rate conection, but as a player ignorant of the history and the download size because as pc gaming community player i won't worry too much about download size if i really want the game, i mean. I pay for something i wan't if i can't afford it yet i save some money (if i could), in my country does exist also pay per MB connection and its increasing due the internet cable steal rate increase this past year, but going back to topic: I consider adding more civs shouldn't be an estigma to the game nor a pain in the end of the back neither should exist too much discussion about it. A code dev always gonna be worried about code, an artist dev always gonna be worried about art, if i were a programmer dev i wouldn't vote agaisn't or in favor of adding a new civ neither as an artist, i just would say: "Show me the references and i'll see where i can help". Civ should be added if the artwork is finished, if its completly different from other core game factions and if it has his unique civ roster while also having the history behind. In my opinion, Thracians should be added when finished too, Han chinese should also be added, and if this civilization reaches a whole new unique building aspect and his own unit textures, it should also be added. The only question we should be doing is "They enter in the 500-0.B.C timeframe"? Even millenium ad factions should be added to the core game if we reach at least 8 civilizations but making the game just like "Empire Earth" selection: Ancient Era > Republican Era > Middle Era > WW2 Era and block factions to the timeframe, and even make another selection for "Time traveling" making the player able to fight as byzantines agaisn't the hitites. The game is already compressed enough, it would only worry if i had to download 30GB, and even that players still buy Total War Rome and download the High GB amount of it and if we ever implement texture size quality wouldn't that mean we will have 1024 texture size +512 + 256?. There shouldn't exist bounds to size neither to an ancient doc dessign. I mean don't you have that feeling when looking a whole movie or serie franchise after the ending you say? It is done? Now where i could find something like this? i wish this would have been longer" i belive the old devs put that limit due their manwork power, i mean i wouldn't write a text saying: "I will live in Denmark in a house in the mountain away from what in my country is called "barrios" where all the desidious people live, If i can't even say i would live another day tomorrow because of the high mortality of my country. I belive devs also put that limit because this were the easiest factions to develop and to investigate, i mean their are like the core factions of any ancient era game tbh, if i would make a new game i wouldn't start developing the suevians nor the xiongnu if i have a completly full range of historical documents talking about carthage or rome or even the gauls just like math problems when i study before all my teachers left the country, i wouldn't waste 30 minutes developing a whole math problem from 10 problems if the other 9 can be done in 5 minutes each one, Same that happens to me when doing animations, i don't waste 1 hour animating if i can't find a good perspective of the motion if i can invest that time doing a better helmet. In fact i belive iberians were a placeholder using the gauls due their copy of the ships and their empty roster when they can be developed in the lusitans, oretans, etc...
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Found the issue, fixed with this: Our formations wasn't working all this time because of the groups.... They never remain idle because of the 2nd group...
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i've followed @wraitii changes on roman infantry about changes for made the formations works, Could be unrelated, here a test with pikemans wich was one of the group removals affected: Its working properly here.
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Some references i have found so far:
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===[COMMITTED]=== Hellenic Helmets
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Painted helmets reference: -
im looking references for improve the riders (Specially the maurya's archers) losing helmets? i have some fixes stored in the elephant adjustment mod folder.
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Oh! ahahah my bad, im not fully awake . Elephant riders, id rather finish all animations before committing the changes to the armature.
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Forgot to mention that following some references i made an alternate version of bow stretching animation (the timing between frame 0 and 20) before releasing but i consider the archer firing rate too fast. Archers should be reworked for historical accuracy and giving a bit more timing for aim. They are arches not gattling guns. But thats my opinion. generally speaking it rather reduce the archers firing rate while increasing the piercieng damage and also increasing the aiming time before release.
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renaming? what would we change? im ok with that commit schedule. TBH Elephant is ready though id rather wait to have everything done with riders included to commit it.