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Alexandermb

0 A.D. Art Team
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Posts posted by Alexandermb

  1. 7 hours ago, Nescio said:

    How many different artillery actors do you currently have?

    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.

  2. 4 minutes ago, Nescio said:
    • all siege engines are uncapturable; they require specialists to operate and killing the crew makes them useless
    • remove splash damage
    • bolt-shooters are expensive, accurate, very long range, pure pierce damage weapons very effective against soldiers, but not against structures
    • stone-throwers are very expensive, long range, pure crush damage weapons effective against siege engines and structures

    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.

  3. 4 minutes ago, Nescio said:

    The point I'm making, though, is that, for 0 A.D.'s timeframe, creating same type but different looking artillery for different civilizations is not only a lot of unnecessary extra work, it is also misleading. Creating different calibres is great, but creating different engines of the same calibre ought to be avoided.

    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.

  4. 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.

    Spoiler

    Imagen relacionada

    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.

    Spoiler

    Imagen relacionada

    So from a Starcraft view this would be Tau - Terran / Eldar - Protoss.

    Very important to avoid having mixed designs between factions.

    • Like 1
  5. 2 hours ago, Nescio said:

    Again, Carthaginian or Roman engines are no different from Greek ones. 

    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)

    Spoiler

    image.pngimage.png

    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.

    3 hours ago, Nescio said:

    Could you make the projectile thicker? Artillery bolts were much heavier than arrows shot by archers.

    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.

  6. 1 minute ago, Stan` said:

    Ah I see you used the same smart hack than Lordgood used for the civil war mod.

    Not only one smart hack, i have around 10 per siege artillery:

    image.png

    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.

  7. 39 minutes ago, Stan` said:

    I'm planning a spaced themed fast RPS like StarCraft called Stella Artis, but if you really want Star Wars I guess what one could do is import the spring star wars mod into the engine and make an RTS out of it.

    Forget a little but important feature missing: "Turrets"

  8. 5 hours ago, Nescio said:

    But why? As stated earlier, they all followed the same principles and Carthaginian, Greek, Roman engines were fundamentally the same. Wouldn't it be better to just design one good stone-thrower and then scale it to different sizes (e.g. five, let's call them tiny, small, medium, large, huge)?

    Scaling it isn't that simple, each scale would require a different animation and animating a 400 frame lenght animation process on the infanty isn't that simple.

  9. 1 hour ago, Barbarossa41 said:

    Hi everyone, I had an idea for a Star Wars mod and wanted to see how much interest people would have in this.

    I was thinking we could have a "Space" terrain instead of ocean for naval combat (e.g. Imperial Star Destroyers can only go in space)

    If that happens, i'll recommend you to look/use as reference this two jewels:

    Spoiler

    Resultado de imagen para star wars battleground 2Resultado de imagen para star wars empire at war

    And its actually quite simple because being most of the factions "Robots" this means every texture is a metal wich are easier to do.

    If that happens also, i'll recommend starting by two factions first, either its empire or Droids.

    • Like 2
  10. 2 hours ago, Vido said:

    Hello @Vido and welcome to the forums! may i ask what have been changed on that animation? Do you have any gif showing it if its possible? i haven't touched any animal rather than horse this year and only have been working on infantry/cavalry animations, helmets, shields, ships, and now siege artillery. So i am a bit lost on what have been done with the boar beside the update @Stan` did.

    i wonder what is different.

    Kind Regards Alexander Morgado.

  11. 8 minutes ago, Nescio said:

    Personally I'd recommend:

    • gastraphetes (handheld): only mace
    • scorpio (small): only rome
    • polybolos (repeating): only ptol
    • oxybeles (normal bolshooter): cart and most greeks

    I don't see the problem with it. I like how every weapon is used maintaining the "light" artillery on its own way.

    However i request some template changes on them.

    Speed from 1 to 100 ratio.

    Gastraphetes around 50-60%. 

    Scorpio around 20-40%

    Polybolos 100% with the actual attack speed. Though the range and accuracy should be lowered.

    Oxybeles this is just like scorpio torsion and windlass, having to remove each  lever and introduce it again to reload so it requires a bit more time to reload and avoid looking strange. id say from 20-40%

  12. 9 minutes ago, Lion.Kanzen said:

    We (you and me) follow almost the same channels.

    And me, include also Kings and Generals. The voice, the work, the visual are perfect for a good afternoon with a coffe on hand and listen it.

    • Like 1
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