Outis Posted June 22 Report Share Posted June 22 Is it me or does the Roman champion cavalry never assume the skeletal texture from its portrait? Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 22 Report Share Posted June 22 What do you mean ? Quote Link to comment Share on other sites More sharing options...
Outis Posted June 22 Author Report Share Posted June 22 I think the unit in the portrait has Macedonian texture compound_linothorax_02_01.png but this unit does not use this texture. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 23 Report Share Posted June 23 @wowgetoffyourcellphone probably made the icon before the texture changed. If they are more like this you might make a ticket. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 23 Report Share Posted June 23 There might be a few other portraits with this issue. Another issue I'd like to address sometime is the sheer number of body textures specified per unit actor. Hurts visual recognition. I'd like to reduce their number in each actor to a maximum of 5 to create more visual consistency for each unit while still having some good randomization. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 23 Report Share Posted June 23 @vladislavbelov will approve this message (Les textures the better) Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 23 Report Share Posted June 23 57 minutes ago, Stan` said: @vladislavbelov will approve this message (Les textures the better) Nono. Fewer textures in each actor, but same number of textures spread out better to the actors. Quote Link to comment Share on other sites More sharing options...
Outis Posted June 23 Author Report Share Posted June 23 1 hour ago, wowgetoffyourcellphone said: There might be a few other portraits with this issue. Another issue I'd like to address sometime is the sheer number of body textures specified per unit actor. Hurts visual recognition. I'd like to reduce their number in each actor to a maximum of 5 to create more visual consistency for each unit while still having some good randomization. I think it helps to stick to a color scheme, for example, if it had metal armor, a unit has either bronze colored or iron/silver colored armor. If it has linothorax, then it has either white or brown colored linothorax etc. Then it is possible to have a high variation but also be easy to recognize 1 Quote Link to comment Share on other sites More sharing options...
Outis Posted June 23 Author Report Share Posted June 23 8 hours ago, Stan` said: @wowgetoffyourcellphone probably made the icon before the texture changed. If they are more like this you might make a ticket. Athenian cavalry javelineer portrait has a linothorax texture different than the ones used but it still represents the unit well. Gaul champion swordsman portrait has a different linothorax (simpler) than used by the unit (more colorful). Not sure about impact on recognizability (i checked, this word exists in the dictionary). Also, Gaul javelinists and slingers are sporting tattoos in portraits which they are missing in-game (i guess they fashion temporary tattoos for the photoshoot). Macedonian Argyraspides portrait has laurel leaves on the helmet which are missing in-game. Persion champion spearman portrait is different than the armor used in-game. Seleucid infantry javelineer has a different shield in portrait than in-game. 1 Quote Link to comment Share on other sites More sharing options...
Carltonus Posted June 24 Report Share Posted June 24 (edited) Has the Seleucid cavalry javelineer portrait been updated to not have the duplicate Achaemenid Persian counterpart? Also the Dahae horse-archer to distinguish with said counterpart now called "Parthian". Edited June 24 by Carltonus Quote Link to comment Share on other sites More sharing options...
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