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Alexandermb

0 A.D. Art Team
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Everything posted by Alexandermb

  1. Btw i don't know if this was noticed before but if the ranged units have a minimun range attack they run away if their target is under the minimun range, this could make the IA skirmisher harder to kill and will force the player to send the cavalry or any infantry fast enough instead of the slower strong soldiers, this could be used for archers cavalry who learned the parthian tactics until the cavalry gets able to fire while walking.
  2. it could be nice to have a tech tree interface for researching i always forgot theres a blacksmith for upgrades, and have different tabs: Default: all technologies with their respective buildings. Military: separate each unit classes and their upgrades. Gathering: all upgrades for improve resource gathering. Diplomacy: Allies vision, spy, merchant and market improvements.
  3. is there any reference or name i could look for making another armor/blanket/props for the seleucid archer cavalry?
  4. i'll let you know when i get something of the sculpture. @stanislas69 if the last horse update is committed, then xiongnu are good to commit and the crossbow cavalry/shoushe too, only missing civ emblem.
  5. Just in case i would like to see cataphracts soon even as a cheat unit.
  6. so, about the civ emblem any sketch i could use for render it ? this could work and i could made it in blender but what should be the circle in the back?
  7. Started to clean the xiongnu files, soon they could be committed, for some reason the bow got broken but doesnt matter ill fix it fast the hardest task is already done cleaning all the caps and fixing the tabs on the actor files, the shoushe and crossbow are done for commit but i see the shoushe share a skeleton with other meshes so i will re export the animation and the meshes for avoid the gastraphetes bug with another armature.
  8. i think its done, tell me if something goes wrong. @stanislas69 any chance this gets into alpha 23? this is better than the first commit, btw it has done the crossbow variant. Edit: Moved the archer attacks to the cavalry folder animations. Horse_update.7z
  9. In advance of groves, will you consider making the faction combats with auras using the enviroment ? For example i made some time ago a basic movement speed aura for every tree affecting the units and even more the cavalry, but if im not wrong the celtic factions werent good making ambushes in woods ? And arabic or ptolemaic faction resistant to desert. My point is add auras to some gaia objects and buildings to affect the speed or resistance of units in specific zones so the gameplay become more complex than just spam of the stronger, rome faction already have a civ bonus for combat in their territory, celtic could be in woods, africa and asia factions in the desert sands not just all the desertic maps like a huge desert whitout mountains and maybe even add techs for reduce the penalization of the enviroment
  10. @stanislas69 i think this two cavalry didn't have the unit schema update they don't have the _m at the end.
  11. By reducing the number of variants its getting less complex, also with the horse armature fixed with the prop point in the root position the double saddle/armors/blankets can be deleted os is less writing for every actor. PD: the mod have some unused files i deleted 118 files after leaving only the trot animations, this is the cleaned one and still have some other files wandering around: Horse_update.7z.
  12. the slow gallop fits the chariot so if isn't a problem i leave the slow gallop for the chariots only, but i have to make their double saddle/armors actor files for keep synced.
  13. Btw, why when the speed of the game is reduced (1.0, 0.75, 0.5) the animation speed remains unchanged, it shouldn't be synced with the game speed like AoE?
  14. So, 2 walk type animations can't live toghether or i will have to make another pair of armors and blankets for every different walk type and that means more files more complexity i just better go for the all trot as walk animation. Some ready/relax stances become unused for the rein usability, so its very possible it will end with less variants. couldn't bring back the 2nd death animation so i just leaved 1 just like the camel. heres the mod for a peek: Horse_update.7z still have to do some cleaning of the unused files and bring the crossbow variant for ROTE with trot animation fix the capes but is almost done.
  15. Havent looked he files since started working on the first horses update but assuming every change from that alpha I guess i have to save again every file because they are using tabs instead of spaces, and update the cavalry follow the new units schema and see if the templates arent broken, on other hand i tought the shoushe and crossbow was already committed but their zip files are in their respective topic ready to commit.
  16. We need transition function for that to happen.
  17. i'm gonna leave the trot for all basic units and slow gallop for champion cavalry since they are the most faster (20+ move speed)
  18. That is how is showed, its using the default infantry and the horse just remain his root position.
  19. Btw considering the last topic of the gather meat about stabbing the air i added 2 prop points each side for the rider dismounted, will it look wrong teleporting positions or stabbing the air?
  20. by any chance is possible to define in the "combat_approaching" function of the UnitAI component another walk type for cavalry class only (for testing) another animation name call it "walk_fast" so i can make all cavalry use the trot animation as basic animation and change into slow_gallop in combat? i would like to see how it ends since its looks very weird looking the horses troting into a battle. and what i sould do to make it work?
  21. its possible to have a list of wich unit will use trot animation ? @wowgetoffyourcellphone Most of the horse animations are already done and the tail move smooth i want to change the carry meat animation for all using trot. Horse idle is more natural, rider is more centered, added the root bone and decal prop points for delete the double saddles in the actor files. Some idles are changed like the Javelin idle from ready stance to a relaxed one for handle the rein right hand javelin will be deleted, attacking animation is reworked for grab the javeling at the start of the attack since at the start of attack the actual animations for Archers and Javelins the arrows and javelins won't show in the first shot because they are hidden by the variant in the start. for the spearman/swordsman cavalry i'm following some references plus the ones already done for more relax/ready stances:
  22. Offtopic: in the settlers there is winter and spring, winter the water become ice and you can walk over, but if you leave someone in the ice and spring comes the unit drowns.
  23. This are some mines on other games that i remember when i think on your ideas of mines: Sulphur mineral The Settlers Heritage of kings if IRC a structure is builded over or around it for extract it. Iron mine from Stronghold 2 another special building for extraction Imperium Civitas Marble mine R Thats what i have in mind when i read the word "Mine" a building for extraction, or just a cave or the mineral spread around a wall
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