Roman Skins IMPLEMENTED
Roman Skins IMPLEMENTED
Drawn some roman skin
Name
69th cohort
(Not historically accurate nor significant)
Change some melee equipment but it shouldn't confuse most people.
Name
69th cohort
(Not historically accurate nor significant)
Change some melee equipment but it shouldn't confuse most people.
- Attachments
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- unit_roman_senator.png (806 Bytes) Viewed 106653 times
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- unit_roman_legionare.png (903 Bytes) Viewed 106653 times
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- unit_roman_archer.png (867 Bytes) Viewed 106653 times
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- unit_roman_equites.png (969 Bytes) Viewed 106653 times
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- unit_roman_triarii.png (864 Bytes) Viewed 106653 times
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- unit_roman_principes.png (832 Bytes) Viewed 106653 times
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- unit_roman_hastati.png (858 Bytes) Viewed 106653 times
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- unit_roman_velites.png (844 Bytes) Viewed 106653 times
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- unit_centurion.png (1.1 KiB) Viewed 106653 times
Re: Roman Skins
For the Auxiliary
- Attachments
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- unit_roman_aux_skirmisher.png (801 Bytes) Viewed 106639 times
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- unit_roman_aux_archer.png (931 Bytes) Viewed 106639 times
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- unit_roman_aux_knight.png (932 Bytes) Viewed 106639 times
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- unit_roman_aux_spear.png (630 Bytes) Viewed 106639 times
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- unit_roman_aux_sword.png (686 Bytes) Viewed 106639 times
Re: Roman Skins
Update to earlier since many have no shadow plus the praetorian
- Attachments
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- unit_roman_aux_skirmisher.png (812 Bytes) Viewed 106638 times
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- unit_roman_velites.png (866 Bytes) Viewed 106638 times
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- unit_roman_senator.png (832 Bytes) Viewed 106638 times
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- unit_roman_principes.png (848 Bytes) Viewed 106638 times
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- unit_roman_archer.png (883 Bytes) Viewed 106638 times
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- unit_roman_praetorian.png (993 Bytes) Viewed 106638 times
Re: Roman Skins
Thanks for keeping the names.
It's much easier to put in the pack.
As for graphics themselves:
- velite seems to have gigantic head or maybe it's just slightly too big overall
- equite and centurion is slightly too big for the horse - maybe higher position or more visible torso makes it seems like that
- good idea with fatty
It's much easier to put in the pack.
As for graphics themselves:
- velite seems to have gigantic head or maybe it's just slightly too big overall
- equite and centurion is slightly too big for the horse - maybe higher position or more visible torso makes it seems like that
- good idea with fatty
Age of Strategy design leader
Re: Roman Skins
-The size should have been same with most since I just used the same body for most of them. I think it's the animal in the head. I tried to reduce its size.
-For me, the horse are too small to fit the units though im not really sure if it's okay to make them bigger. Anyway, I made the units 1px smaller
-whos fatty?
-For me, the horse are too small to fit the units though im not really sure if it's okay to make them bigger. Anyway, I made the units 1px smaller
-whos fatty?
- Attachments
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- unit_roman_velites.png (861 Bytes) Viewed 106628 times
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- unit_roman_aux_knight.png (922 Bytes) Viewed 106628 times
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- unit_roman_equites.png (968 Bytes) Viewed 106628 times
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- unit_centurion.png (1.04 KiB) Viewed 106628 times
Re: Roman Skins
I'll check them on the evening.DreJaDe wrote: ↑Fri Feb 11, 2022 4:22 am -The size should have been same with most since I just used the same body for most of them. I think it's the animal in the head. I tried to reduce its size.
-For me, the horse are too small to fit the units though im not really sure if it's okay to make them bigger. Anyway, I made the units 1px smaller
-whos fatty?
And fatty is the senator, whose arse you made fat.
Age of Strategy design leader
Re: Roman Skins
What?
He looks fat - there is not much to say differently about it.
Well - I am not sure how it was in roman culture, but in later european ones being fat was equivalent to show of wealthiness, especially to poor people, who often starved.
So it have been good look.
Age of Strategy design leader
Re: Roman Skins
Honestly, I never seen a fat statue. So I don't think it is true for them.
Also LOL yeah, he looks fat but, he's really not fat.
It's the dress. I really wanted to show the details in the dress and the pixels aren't cutting it for me so it looked like that. I don't know if I could have done it better though...
Also LOL yeah, he looks fat but, he's really not fat.
It's the dress. I really wanted to show the details in the dress and the pixels aren't cutting it for me so it looked like that. I don't know if I could have done it better though...
Re: Roman Skins
But it's good.
69(wink)th cohort is kinda meh - overused.
But I smiled seeing fatty senator.
69(wink)th cohort is kinda meh - overused.
But I smiled seeing fatty senator.
Age of Strategy design leader
Re: Roman Skins
TC skin
- Attachments
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- Town Center.png (595 Bytes) Viewed 106423 times
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- Portected Town Center.png (691 Bytes) Viewed 106423 times
Re: Roman Skins
I tried to add it, but it's unusable then anyway.
Anyway - attaching final files and visual definitions (for any unit with multi -image definition something like that is needed for adding skin).
- Attachments
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- UNIT_TC.json
- (701 Bytes) Downloaded 138 times
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- UNIT_TC_UPG1.json
- (695 Bytes) Downloaded 166 times
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- unit_tc_upg1_occupied.png (5.28 KiB) Viewed 106391 times
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- unit_tc_upg1.png (5.23 KiB) Viewed 106391 times
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- unit_tc_occupied.png (4.54 KiB) Viewed 106391 times
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- unit_tc.png (4.22 KiB) Viewed 106391 times
Age of Strategy design leader
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Re: Roman Skins
@Endru1241 whatever problem wasthan about skinning a TC i think it inot a problem now.
at least in AOF we have some buildings skinned already.
at least in AOF we have some buildings skinned already.
Re: Roman Skins
Specifically - TC?
It's unusable, because skin is applied when unit is crated on map by player.
It's nor applied for units pre-existing on map.
TC is always pre-existing.
It's unusable, because skin is applied when unit is crated on map by player.
It's nor applied for units pre-existing on map.
TC is always pre-existing.
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Re: Roman Skins
so it will be skinned by the game "generator" only? (i think of multiplayer)
what about local games, will skinning will be there? (when launching local skirmish)
wait you mean campaign maps ?
there are "pre-existing" units maybe - but wait! those are also created on launching the game first time - or not?... those should be skinned i think.
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also info: in Unity i plan a reskin button (actually a "change skin" button individually on any unit) maybe it is needed in android too (?)
what about local games, will skinning will be there? (when launching local skirmish)
wait you mean campaign maps ?
there are "pre-existing" units maybe - but wait! those are also created on launching the game first time - or not?... those should be skinned i think.
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also info: in Unity i plan a reskin button (actually a "change skin" button individually on any unit) maybe it is needed in android too (?)
Re: Roman Skins
I'm honestly not sure if skins should be applied on all units.
I mean - those map-generated ones would have a skin of whom if more than one player had skin changed?
What is the idea behind reskin button?
Would it appear on each unit?
I mean - those map-generated ones would have a skin of whom if more than one player had skin changed?
What is the idea behind reskin button?
Would it appear on each unit?
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Re: Roman Skins
i ment player unit only naturally. - you too? you would not want to apply player skins - but that is the reason for skins so they will get applied. or i misunderstand?"I'm honestly not sure if skins should be applied on all units."
map generated:"I mean - those map-generated ones would have a skin of whom if more than one player had skin changed?"
- all units in players posession should be player skins (if set)
- all other players (AI, neutral) should have defaults skins.
istn it this way atm?
yes eg. in unit statsheet u see a button that first set selected skin longclic/second click - opens a dialog to select a skin - or something like this - plan is not final.What is the idea behind reskin button?
Would it appear on each unit?
any suggestion appreciated.
Re: Roman Skins
That makes only make skins of starting TC changed.Stratego (dev) wrote: ↑Thu Jul 20, 2023 4:16 pmi ment player unit only naturally. - you too? you would not want to apply player skins - but that is the reason for skins so they will get applied. or i misunderstand?"I'm honestly not sure if skins should be applied on all units."
All others conquered later would have default.
So imho - quite a waste. Almost useless.
Current way seems to have some people not satisfied, but on the other hand - if it was applied on all, including neutral - others, who just want their own unit to look cool could be unsatisfied.
There is no easy way to change it at that point.
Yes - that is exactly how I think it should be by default. And as far as I know - it's like that currently.map generated:"I mean - those map-generated ones would have a skin of whom if more than one player had skin changed?"
- all units in players posession should be player skins (if set)
- all other players (AI, neutral) should have defaults skins.
istn it this way atm?
So all AI, neutral etc. on the map you want to look different would need to be tapped separately in propsheet in each game?yes eg. in unit statsheet u see a button that first set selected skin longclic/second click - opens a dialog to select a skin - or something like this - plan is not final.What is the idea behind reskin button?
Would it appear on each unit?
any suggestion appreciated.
Or it would be used to set the skin for all neutral units of that type on the map?
To satisfy all needs and make it easiest on data used- I think something like 2 differing assignments would need to be saved.
1. What skin would be used by player produced - what is currently the skin set - no changes.
2. Separate way to set what skin would be used for AI, neutral (default). This option would only work on client side, so others see what they set up as default.
Is the button you talk about like this 2nd way?
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Re: Roman Skins
maybe i could auto skin when got occupied?"That makes only make skins of starting TC changed.
All others conquered later would have default."
nono, i thought you can change only player skins.So all AI, neutral etc. on the map you want to look different would need to be tapped separately in propsheet in each game?
AI to be skinned? maybe - is that requested?
wait is there any need to skin AI/neutral units? this is the first time i hear it.To satisfy all needs and make it easiest on data used- I think something like 2 differing assignments would need to be saved.
1. What skin would be used by player produced - what is currently the skin set - no changes.
2. Separate way to set what skin would be used for AI, neutral (default). This option would only work on client side, so others see what they set up as default.
Is the button you talk about like this 2nd way?
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Re: Roman Skins
so shall i change here someting so we can use TC skins?
Re: Roman Skins
That may reveal TC ownership under once uncovered fog.Stratego (dev) wrote: ↑Thu Jul 20, 2023 10:44 pmmaybe i could auto skin when got occupied?"That makes only make skins of starting TC changed.
All others conquered later would have default."
I read it somewhere more than once.nono, i thought you can change only player skins.So all AI, neutral etc. on the map you want to look different would need to be tapped separately in propsheet in each game?
AI to be skinned? maybe - is that requested?
wait is there any need to skin AI/neutral units? this is the first time i hear it.To satisfy all needs and make it easiest on data used- I think something like 2 differing assignments would need to be saved.
1. What skin would be used by player produced - what is currently the skin set - no changes.
2. Separate way to set what skin would be used for AI, neutral (default). This option would only work on client side, so others see what they set up as default.
Is the button you talk about like this 2nd way?
It was on forum, I think.
I just thought it would be good to have such option.
Not anything I'd put any priority to, though.
Age of Strategy design leader
Re: Roman Skins
That's a good point. Would it be possible to always show unskinned TC when it's in fog of war? That way that problem goes away, and apart from this issue I think the auto skin solution would be the best one here.
Green is the correct color, other colors are "less correct".
Re: Roman Skins
Isn't that a well known bug even for the default skin?b2198 wrote: ↑Sun Jul 23, 2023 11:19 pmThat's a good point. Would it be possible to always show unskinned TC when it's in fog of war? That way that problem goes away, and apart from this issue I think the auto skin solution would be the best one here.
Where it shows occupied tc to other players?
But seriously... It's kinda problem when building train tracks in aor. Opponents can see them.
Re: Roman Skins
So maybe we could go even further here: Would it be possible to always show unskinned, unoccupied TC when it's in fog of war?
Green is the correct color, other colors are "less correct".
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Re: Roman Skins
i ont know what do u mean by train tracks. and why enemy sees? please give more infoDreJaDe wrote: ↑Mon Jul 24, 2023 12:21 amIsn't that a well known bug even for the default skin?
Where it shows occupied tc to other players?
But seriously... It's kinda problem when building train tracks in aor. Opponents can see them.
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Re: Roman Skins
Re: Roman Skins
We can build train tracks in AOR as terrain.Stratego (dev) wrote: ↑Mon Jul 24, 2023 6:52 ami ont know what do u mean by train tracks. and why enemy sees? please give more info
Since they are terrain. Enemy can see them in "explored" setting.
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Re: Roman Skins
i see. yes that is a drawback of defining changing terrain options in an alternative
.
this is not a bug at all.
the "explored" mode definition to see all terrain, only units are not visible.
also terrain objects can not be "owned" by a player atm, that has no even "player" property.
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this is not a bug at all.
the "explored" mode definition to see all terrain, only units are not visible.
also terrain objects can not be "owned" by a player atm, that has no even "player" property.