Alexandermb Posted December 9, 2019 Author Report Share Posted December 9, 2019 Finished hellenic lithobolos equipment. Spoiler Missing only roman medium ballista. 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted December 9, 2019 Author Report Share Posted December 9, 2019 Well, as @Nescio theres no much difference between roman and greek artillery so i'll just change the capitulo and the frame position of the root: Spoiler 4 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted December 10, 2019 Author Report Share Posted December 10, 2019 Well, siege artillery is finally done. I only need to do the different projectiles meshes and actors to finish. Giant artillery will be kept in case @borg- include that in the next changes for buildable artillery on the battlefield as proposed. Med ballista has the same size of the current artillery. Except for roman ballista wich has more lenght but less width. 5 Quote Link to comment Share on other sites More sharing options...
Genava55 Posted December 10, 2019 Report Share Posted December 10, 2019 You really did a great job Alexandermb! 5 Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 10, 2019 Report Share Posted December 10, 2019 3 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted December 12, 2019 Author Report Share Posted December 12, 2019 Almost forgot About gastraphetes: Spoiler 2 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted December 12, 2019 Author Report Share Posted December 12, 2019 @Stan` @LordGood shall we use the new projectile decal used in the new artillery towers instead of flaming decal impact? Quote Link to comment Share on other sites More sharing options...
LordGood Posted December 12, 2019 Report Share Posted December 12, 2019 The arty tower projectile is a bit smaller than the standard catapult stone, larger impact actor might be needed Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 12, 2019 Report Share Posted December 12, 2019 2 hours ago, LordGood said: The arty tower projectile is a bit smaller than the standard catapult stone, larger impact actor might be needed Since it's a decal you can just resize it. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted December 12, 2019 Author Report Share Posted December 12, 2019 8 hours ago, LordGood said: The arty tower projectile is a bit smaller than the standard catapult stone, larger impact actor might be needed i've reduced the stone projectile to match the size of the lithobolos. The actual projectile is the size of the giant lithobolos. Quote Link to comment Share on other sites More sharing options...
Nescio Posted December 15, 2019 Report Share Posted December 15, 2019 On 12/9/2019 at 8:27 PM, Alexandermb said: Finished hellenic lithobolos equipment. Hide contents Missing only roman medium ballista. Those look good! Nonetheless, there is space for improvement: The power of torsion engines (i.e. the force by which the projectile is launched) is proportional to the thickness/mass/volume of the string. To be able to shoot a rock, one needs a massive string, say at least a hand in diameter, whereas in those actors the string of the largest actor seems visibly just as thin as one of the smallest scorpion. Spoiler Consequently, the larger engines would also have much thicker arms, to prevent them from snapping. The largest has two wheels on each side, operated by one man each, which looks a bit ugly and unnecessary. It would be better if two men would turn one wheel. Furthermore, there will need to be more differently sized packed artillery actors, with the correct number of men. Also, could you show all artillery, from small to large? The smallest stone-thrower should be visibly larger than the largest bolt-shooter (and have a larger crew). On 12/12/2019 at 5:19 AM, LordGood said: The arty tower projectile is a bit smaller than the standard catapult stone, larger impact actor might be needed Given their size, towers would typically be unable to host anything larger than a scorpion (small bolt-shooter) and should thus have similar projectiles, not large rocks or fireballs. Only exceptionally large wall towers, bastions, or fortresses might have space for a small or medium stone-thrower. Off-topic, it would be nice if the projectile actor could be defined in the templates, rather than in the art files, to improve modifiability, e.g. a Briton fortress firing sling stones or an Iberian tower javelins. Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 15, 2019 Report Share Posted December 15, 2019 2 minutes ago, Nescio said: Off-topic, it would be nice if the projectile actor could be defined in the templates, rather than in the art files, to improve modifiability, e.g. a Briton fortress firing sling stones or an Iberian tower javelins. You can already do that I believe for both the impact and the projectile. Quote Link to comment Share on other sites More sharing options...
Nescio Posted December 15, 2019 Report Share Posted December 15, 2019 8 minutes ago, Stan` said: You can already do that I believe for both the impact and the projectile. You can define some values as to how the projectile moves, I believe, but not how the projectile itself looks. At least when comparing the quinquereme and trireme templates, I saw nothing to explain why one shoots large stones and the other just arrows. It seems to be defined in the actor files, e.g. https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/actors/structures/ptolemies/quinquereme.xml Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 15, 2019 Report Share Posted December 15, 2019 @Nescio If the following doesn't work then that's a bug. Usually though it's artists that define projectiles, not gameplay, so it makes sense that it is by default in actor files. Line 68 - 74 of binaries/data/mods/public/simulation/components/Attack.js "<Projectile>" + "<Speed>50.0</Speed>" + "<Spread>2.5</Spread>" + "<ActorName>props/units/weapons/rock_flaming.xml</ActorName>" + "<ImpactActorName>props/units/weapons/rock_explosion.xml</ImpactActorName>" + "<ImpactAnimationLifetime>0.1</ImpactAnimationLifetime>" + "</Projectile>" + l 164-166 "<element name='ActorName' a:help='actor of the projectile animation.'>" + "<text/>" + "</element>" + Quote Link to comment Share on other sites More sharing options...
Carltonus Posted January 14, 2021 Report Share Posted January 14, 2021 (edited) The new siege engine models exceeded my expectations after seeing the gameplay video by @psypherium. The only things left to make are their unit icons. Also, the polybolos icon still uses the oxybeles image, and the Carthaginian deployed siege engines @LordGood's "paintings". Suggest these quick changes, thanks! Edited January 15, 2021 by Carltonus Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 15, 2021 Report Share Posted January 15, 2021 I like @LordGood's icons... Quote Link to comment Share on other sites More sharing options...
Carltonus Posted October 1, 2022 Report Share Posted October 1, 2022 (edited) What just happened to @Alexandermb's OP light lithobolos? The TLDR is that the projectile is unrealistically large! and appears to be used as some sort of temporary glove. Also, the right engineer is picking up an imaginary projectile: lithobolos_light.mp4 lithobolos_lightt.mp4 On a lighter note (get it?), the stones for the heavy ballista and lithobolos appear out of nowhere instead of being transported by the forward men: lithobolos_heavy.mp4 ballista_heavy.mp4 Edited October 1, 2022 by Carltonus Expanding for the big boys. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 1, 2022 Report Share Posted October 1, 2022 @wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 1, 2022 Report Share Posted October 1, 2022 Actor Viewer not always accurate with animations Quote Link to comment Share on other sites More sharing options...
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