Alexandermb Posted November 30, 2019 Report Share Posted November 30, 2019 Upcoming new artillery preview: Small 2 Operator lithobololos: For those who always asked for a "Tower" Artillery, this could fit a tower (and if it doesn't tower will fit on it). Following references made this siege artillery wich is an smaller version found on a reference but not seen only one but multiple times, specially on some artistic drawings of macedonians on a river using it wich can be appreciated that isn't that big in some cases and it does in others. So the point is Split artillery in 3 Classes. Light Artillery: Oxybeles/Polybolos/Scorpion. Fast shooting light artillery, good agaisn't infantry. 1 - 2 operators. (Yes the plan for modders (not main game) could be upgrade wall towers into roofles towers for small artillery). Med Artillery: Lithobolos, Roman Ballista Medium size ideally for ambushes were the artillery is faster to move carried in a wagon as usual but with shorter range and smaller stone projectiles. 2 - 3 Operators Heavy Artillery: Roman Heavy ballista, Carthage Heavy Lithobolos, Reinforced Heavy lithobolos. Ideally for besiege towns from a long range, Expensive specially on wood, acquirable only by some factions, stronger, slower than a Ram and if its possible it should be good to have a Tech to unlock them,. 4 - 6 operators This could make artillery a 3 phase gameplay being workshop available at 2nd phase unlocking only light artillery, Med artillery and Ram at 3rd Phase and Research about some kind of education recquired by the greeks and romans of that era wich allowed them to do this possible). This is only my thought, this isn't a gameplay choice im placing above all other decisions. But thats my plan, Hopefully maybe someone add it to a mod or maybe it reaches main game. Spoiler Some references i have for my plan: Spoiler 3 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 30, 2019 Report Share Posted November 30, 2019 (edited) These are gameplay proposals or just animation changes? Edited November 30, 2019 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 30, 2019 Author Report Share Posted November 30, 2019 34 minutes ago, wowgetoffyourcellphone said: These are gameplay proposals or just animation changes? First it is only visual assets changes, i've already done with the medium artillery lithobolos, now i will have to make at least 2 big versions of lithobolos, 1 medium ballista for romans, Finish my Polybolos wich is only UV adjusment and finally make a new Scorpio. However for properly implement them whitout having a weird visual glitch like kush hero archer gattling gun, i would like to propose that gameplay change on siege (propose, not force neither commit it whitout asking any1 else) why? Because we already see a disproportional size visualization on Rome Ballista with all the lithobolos, while i've already seen enough reference of greeks having the same size of artillery so.. for more realism and immersion i vote for giving light artillery they own template, as well as medium and finally Heavy. Giving this to the main Civilizations with restrictions giving a limit of the recruitment could also help but also i try to aim for historical accuracy Visualy speaking wich is my only area. Size, Usage, Skirmishes/Ambushes or Besiege Cities. So templates could either be light, medium, heavy artillery or Boltshooter Stonethrower, Heavy_Stonethrower. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted November 30, 2019 Author Report Share Posted November 30, 2019 Lithobolos_light attacking ranged animation: Spoiler 7 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 1, 2019 Report Share Posted December 1, 2019 @Sundiata Is this worth a facebook share? Quote Link to comment Share on other sites More sharing options...
Sundiata Posted December 1, 2019 Report Share Posted December 1, 2019 28 minutes ago, Stan` said: @Sundiata Is this worth a facebook share? Of course it is, it's awesome , But I can't embed it... @feneur, @Itms, why can't I embed GIF's to the facebook page? I asked before, but without the ability to embed gifs, a lot of good social media content is wasted. I think it's something you need to enable or something. It's silly because random commenters can leave gifs in the comments without a problem... How it is for me everywhere else (option to upload gifs): How it is on 0AD's page (no option to upload gifs): I found a workaround using a 3rd party website to host the gif and then embed it a couple weeks ago, but even that doesn't work anymore... I can't find any way to embed it. Just an external link appears, and nobody wants to click those... Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 1, 2019 Report Share Posted December 1, 2019 33 minutes ago, Sundiata said: Of course it is, it's awesome , But I can't embed it... @feneur, @Itms, why can't I embed GIF's to the facebook page? I asked before, but without the ability to embed gifs, a lot of good social media content is wasted. I think it's something you need to enable or something. It's silly because random commenters can leave gifs in the comments without a problem... How it is for me everywhere else (option to upload gifs): How it is on 0AD's page (no option to upload gifs): I found a workaround using a 3rd party website to host the gif and then embed it a couple weeks ago, but even that doesn't work anymore... I can't find any way to embed it. Just an external link appears, and nobody wants to click those... I can , you must upload as photo/ video. Quote Link to comment Share on other sites More sharing options...
Sundiata Posted December 1, 2019 Report Share Posted December 1, 2019 2 hours ago, Lion.Kanzen said: I can , you must upload as photo/ video. That doesn't work. The option to uploads gifs is not a part of the setup. If I try to upload it as photo/video, the upload screen just freezes. I can wait 30 minutes and nothing happens... As you can see, the option to share, or even preview is even greyed out. It's just stuck there in perpetuity... Every time, whether I use Safari or Firefox. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 1, 2019 Report Share Posted December 1, 2019 (edited) 11 minutes ago, Sundiata said: That doesn't work. The option to uploads gifs is not a part of the setup. If I try to upload it as photo/video, the upload screen just freezes. I can wait 30 minutes and nothing happens... As you can see, the option to share, or even preview is even greyed out. It's just stuck there in perpetuity... Every time, whether I use Safari or Firefox. I use Chrome / Edge Chromium. Check my page and you can see some recent gif there. Add some text. "Wait for attach video" Public share.done Edited December 1, 2019 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
feneur Posted December 1, 2019 Report Share Posted December 1, 2019 I just tested, you need to write something in the "Say something about this video", then you can click share and it will upload it. 1 1 Quote Link to comment Share on other sites More sharing options...
Sundiata Posted December 1, 2019 Report Share Posted December 1, 2019 Oh my god, @feneur, @Lion.Kanzen, it was really as simple as that. Just needed to write something in the header.... I'm so sorry to waste your time, and thank you for the help! 1 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 1, 2019 Report Share Posted December 1, 2019 1 minute ago, Sundiata said: Oh my god, @feneur, @Lion.Kanzen, it was really as simple as that. Just needed to write something in the header.... I'm so sorry to waste your time, and thank you for the help! No problem because now I'm aware that you can't publish gifs or videos without putting text, while photos you can. Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 1, 2019 Report Share Posted December 1, 2019 @Alexandermb In case you didn't know the engine also supports animations variants for packing and unpacking. Thanks @Angen for noticing. Pack.prototype.Pack = function() { if (this.IsPacked() || this.IsPacking()) return; this.packing = true; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.timer = cmpTimer.SetInterval(this.entity, IID_Pack, "PackProgress", 0, PACKING_INTERVAL, { "packing": true }); let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (cmpVisual) cmpVisual.SelectAnimation("packing", true, 1.0, "packing"); }; Pack.prototype.Unpack = function() { if (!this.IsPacked() || this.IsPacking()) return; this.packing = true; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.timer = cmpTimer.SetInterval(this.entity, IID_Pack, "PackProgress", 0, PACKING_INTERVAL, { "packing": false }); let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (cmpVisual) cmpVisual.SelectAnimation("unpacking", true, 1.0); }; 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted December 1, 2019 Author Report Share Posted December 1, 2019 4 minutes ago, Stan` said: @Alexandermb In case you didn't know the engine also supports animations variants for packing and unpacking. Thanks @Angen for noticing. Pack.prototype.Pack = function() { if (this.IsPacked() || this.IsPacking()) return; this.packing = true; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.timer = cmpTimer.SetInterval(this.entity, IID_Pack, "PackProgress", 0, PACKING_INTERVAL, { "packing": true }); let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (cmpVisual) cmpVisual.SelectAnimation("packing", true, 1.0, "packing"); }; Pack.prototype.Unpack = function() { if (!this.IsPacked() || this.IsPacking()) return; this.packing = true; let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); this.timer = cmpTimer.SetInterval(this.entity, IID_Pack, "PackProgress", 0, PACKING_INTERVAL, { "packing": false }); let cmpVisual = Engine.QueryInterface(this.entity, IID_Visual); if (cmpVisual) cmpVisual.SelectAnimation("unpacking", true, 1.0); }; Thats good to know, i was about to ask something like that to fix the unsync horse hair while unpacking wich came from the 2nd update. Apparently every entity picks animation randomly when engine assume its his first placement on the world or the simulation. This is not a horse related hair bug but aparently entity issue. We need to have at some point on visual animation Force the entity to pick Always the first animation for all the actors and then start choosing randomly the rest of the idles. While packing or unpacking the game take the switch between packing and unpacking state visually as a new entity on the simulation, thats why i gets unsync. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 1, 2019 Report Share Posted December 1, 2019 Our engines lack of properly death animations Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted December 1, 2019 Author Report Share Posted December 1, 2019 2 minutes ago, Lion.Kanzen said: Our engines lack of properly death animations Since it only sink inmediatly i've only done a simple animation of the main wooden support lit towards, So the weapon isn't destroyed but "disabled" however maybe i can make it a lil bit heavier tearing apart some pieces after death, only the main pieces. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted December 1, 2019 Author Report Share Posted December 1, 2019 Progress update on heavy lithobolos: Spoiler I have in mind 5 crew for this, 4 pulling the levers and 1 moving the sling wood plank and placing the boulder projectile. 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted December 1, 2019 Report Share Posted December 1, 2019 Well Alexander, I've had in mind trying for Archimede's famed 3-4 talent lithobolos used during the siege of Syracuse since the ballista tower project, but you seem to be having fun here would a 104 kg/ 229lb stone thrower catch your attention? 1 Quote Link to comment Share on other sites More sharing options...
Sundiata Posted December 1, 2019 Report Share Posted December 1, 2019 Spoiler 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted December 1, 2019 Author Report Share Posted December 1, 2019 33 minutes ago, LordGood said: Well Alexander, I've had in mind trying for Archimede's famed 3-4 talent lithobolos used during the siege of Syracuse since the ballista tower project, but you seem to be having fun here would a 104 kg/ 229lb stone thrower catch your attention? 2 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 1, 2019 Report Share Posted December 1, 2019 (edited) 1 hour ago, Sundiata said: Hide contents Spoiler Edited December 1, 2019 by Lion.Kanzen 1 3 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted December 2, 2019 Author Report Share Posted December 2, 2019 Ok, probably not going further than this, this was a pain to do and i don't remember how many times i've started from scratch because blender rotation bones bugs or clipping with the hip. And i want to look this beast already ingame. (Probably i will have to reduce attack speed for avoid having a tarzan climbing the lithobolos) Spoiler 6 4 Quote Link to comment Share on other sites More sharing options...
Sundiata Posted December 2, 2019 Report Share Posted December 2, 2019 Wow man... 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 2, 2019 Report Share Posted December 2, 2019 I have no words for this... 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 2, 2019 Report Share Posted December 2, 2019 Muy bien @Alexandermb lo unico que me incomoda es ese traje con capa. 1 Quote Link to comment Share on other sites More sharing options...
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