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Sundiata

WFG Retired
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Everything posted by Sundiata

  1. @wackyserious Dude... Wow... It is love that I'm feeling... These guys look sooo cool, and close to the reference I want to see one more thing though. I actually made the decorated sash. I'm sure I'm biased towards my own work, but i think it looks really great, and I'd love for you to incorporate it in your final version (historicity for the win!), I could also do it myself if you give me the updated png: old vs new One other thing you might want to change is let the necklace overlap the sash, instead of the sash overlapping the necklace. For the second one, I think wowgetoffyourcellphone is right. You followed my concept very well, but it does indeed look better if it comes down a little more: This one can be used as a cloth armour variation for most citizen soldiers I think Noble Archers (or Meroitic Royal Archers, or whatever) should get the scale corselet like the other champions.
  2. @wackyserious Also, I think you should increase the size of the individual scales of the arms to match the ones of the body. Scale up the scales
  3. The scales are supposed to come down to the knees (just above the knees, not half way the thighs) It fits tightly to the body, so there needs to be a belt, like in the reference to make it believable You can. The reference image on the left show him wearing bracelets, necklaces and those strips of cloth around his arm is where armbands would normally go. So I'd say yes. But I'd avoid gold or bronze on top of bronze. Really nice work though! The units are really starting to shine! I need to urgently sleep now, but I look forward to what you come up with next
  4. Yeah, I thought so too... But perhaps when you're ready you could provide me the texture png for a full scale armour with the sashes left blank, and I'll give it a shot..
  5. @wackyserious If you want, you can make 1 version with the sashes and 1 without. The sashes are strips of cloths, with golden figures of gods attached to them...
  6. @wackyserious Is this love that I'm feeling? List of units that get this scale armour corselet (champions only): Napatan Temple Guard Apedemak's Temple Guard Meroitic Royal Cavalry Meroitc Royal Archer Full scale armour is for Nastasen and Arakamani (Heroes only): These are the references:
  7. @wackyserious Man... That looks so nice... Their champion armour is finally here I'd suggest narrowing the leather straps to the top and bottom of the scales, to leave a little more space for the scales themselves. I'd really like to see at least 1 more row of scales, even if it means scaling down the current ones a little bit to make it fit Other than that, fantastic!
  8. @wackyserious, nope, not too narrow at all, but try this one, minor adjustment to the strap around the chest area:
  9. @wackyserious, sorry, I messed up his neck, this one should be better: [edit] another minor mistake, the real final version:
  10. @wackyserious, nice, much better! I was literally just working on an updated version myself Comparison: Could you check if it's any good? Possible variation?
  11. @wackyserious, well, today is a good day Nice... But I still have some remarks: Please could you let the shoulder straps narrow towards the shoulder The fabric wrapped around the torso should reach no more than 2 cm or so above the nipples. It's to high in your variation Making a "plain" variation (no bands) would be nice to have as well.
  12. None taken! I realised this while typing... I'll read up on your proposals a little more when I have time. For Kushites, it's mostly art stuff and indigenous names. Some special props would be nice (sitting lion statues, Ram statue on pedestal, the large simple type reddish Meroitic pottery). Other than that I think it's mostly tooling around to find the right combination of things/balancing stuff, other things I know little about. For other civs, I think Han Chinese are basically finished (correct me if I'm wrong). I think Xiongnu are playable, but don't know exactly what still needs doing. @Servo I agree with all of that
  13. Wow, this could be really useful for casual modders and quick balance tests! Cool...
  14. Well, that's relative... But indeed. Seems easy enough. I was more interested in your opinions on how it affects gameplay though. Size and training time of armies being determined by resources and not barrack spam.
  15. Me too... But most RTS-players are used to micro individual units. It's been an RTS staple for a very long time and I don't think a lot of people are willing to give that up entirely. How would scout units work? Surely you'd want to micro them. A lot of people like to use single units like an organic outpost. How about women/villagers/eco-units? Spies? traders? priests? I'd love the ability to compose my battalions unit by unit. replacing, adding, removing individual and/or unique units. Just the freedom to play it the way you want: highly organised Hellenic phalanx vs marauding hordes of barbarians. Celts, Iberians, Britons would look a little unnatural if they're all in highly organised Mediterranean style battalions. how would you implement these informal formations? I'd die for a battalion system, I'd just like it to be super-flexible.
  16. By the way, I think training times in general need to be increased, like 1 unit: 30 sec 5 units: 60 sec 10 units: 1:30 min 50 units: 3 min 100 units: 4:30 min Make people actually care about their soldiers. And please just add an eco-only unit/villagers (with 10 sec train time). I don't understand why this is so controversial?! It has nothing to do with anything. Just doesn't make any sense not to have them. It's weird... Yeah, sounds really nice. But one question, why are hard battalions so important for you? What's the benefit of the hard? Just seems like an annoying limitation for people who are used to microing individual units. I suggest you start out without battalions (unorganised hordes, like now). Then you research your battalion-tech and now have access to battalions and all their glorious benefits (you're army evolves). It would make you really appreciate battalions, and the ability to micro individual units wouldn't be hampered if you want to. I think the best way to get a battalion system accepted by the community is if you retain the same flexibility you have right now, with the addition of battalions. An integrated solution, rather than a complete overhaul. Fixing formations will also help battalion systems greatly.
  17. Yeah, recruiting single units should be reviewed.. Who in the world trains one guy at a time? Not armies, that's who. Armies train battalions/squads/platoons... By the way, I think I figured out the problem causing barrack-spam, and people training 1 dude each from 20 different barracks at the same time, to take advantage of iffy game-mechanics. please, bear with me: Currently training times for a basic citizen soldier, example: 1 unit: 10 sec 5 units: 30 sec 10 units: 50 sec 50 units: 2:30 min 100 units: 4:11 min I think this is wrong. Training more people shouldn't take more time, it should take less. Training 5 units in 30 sec, and 50 units in 2:30 min, is unnatural, and causes unnatural game-play. If you train more units at a time, you spend much less resources (like time) per unit trained. In the real world, training large batches of units in one time, from 1 facility, is much more time efficient than training 1 unit at a time from many facilities. If recruitment time for larger batches would only increase nominally (a little extra for logistics), the ability to recruit large armies depends on your resources, and not on how many barracks you spam. I think it should be something like: 1 unit: 10 sec 5 units: 20 sec 10 units: 30 sec 50 units: 1 min 100 units: 1:30 min If you have the resources, why not? Thoughts?
  18. I feel you... A sort of city-builder mode... People say this is an RTS and not a city-builder, but I think Pyrogenesis could theoretically handle it, and a lot of people dream of this kind of game (city-builder / civilisation management, with real-time combat). Maybe one day
  19. Kush in Popular Art Oh boy, I've been looking forward to this post for a looong time... As the title suggests, this post showcases contemporary artworks on the subject of Kush. It can be seen as a large addendum to The Kingdom of Kush in Popular Culture. Not every image is 100% historically accurate (art rarely is), which is why I thought it was important to wrestle through the previous large reference posts, so that the historicity of these artworks can be more easily assessed (and understand how to improve on these concepts). It goes without saying that I focused on those pieces that actually have some value in terms of potential inspiration. @stanislas69, @wackyserious, @LordGood, @wowgetoffyourcellphone, this post might be of interest to you. Kush in Popular Art:
  20. The Final Great Reference Post for Kushite Artefacts Weapons, Gold, Silver, Bronze, Faience and Pottery Throughout this thread, many posts discuss the extensive material legacy of Kush, housed in many museums and research institutions the world round. This final great post illustrates a range of not shared before artefacts. The most valuable objects in terms of reference materials for 0AD are post-Meroitic Kushite or Noba weapons from the tombs of el Hobagi, the final stronghold of Meroitic culture after the fall of Meroë. So... apparently it seems that Kush, or at least Meroitic Kushite culture didn’t end with the fall of Meroë after the Axumite invasion(s) of 330AD, but seems to have sputtered on for more than a century. The weapons found in the burial tumuli (no more pyramids) are of the same type as the earlier Meroitic ones. Many other objects are also clearly of Meroitic origin/inspiration, and the last known Meroitic inscriptions come from these graves. Even the Meroitic word “Qore”, which means “King”, was found inscribed on a bronze bowl. Although it’s out of 0AD's time frame, these weapons are essentially just better preserved examples of the earlier Napatan and Meroitic versions we use in-game. Kushite Weapons, Gold, Silver, Bronze, Faience, Pottery and More:
  21. This never-ending development is indeed one of 0AD's strong suits in my opinion.. How good it may be, it can always get better. Of course we should aim for a "complete and officially released" game, but that doesn't necessarily mean development should ever stop. I plan on playing this game on the holodeck with my grandkids
  22. Nice coins.. From a design point of view, I have no strong feelings. The current emblem could use a remake. Elephant, anchor and bee seem to be a recurring thing, so why not... Maybe omit the writing to give more space for the anchor and bee? I really don't know, lol
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