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Roman Skins IMPLEMENTED

Posted: Fri Feb 11, 2022 1:27 am
by DreJaDe
Drawn some roman skin
Name
69th cohort
(Not historically accurate nor significant)

Change some melee equipment but it shouldn't confuse most people.

Re: Roman Skins

Posted: Fri Feb 11, 2022 3:20 am
by DreJaDe
For the Auxiliary

Re: Roman Skins

Posted: Fri Feb 11, 2022 3:32 am
by DreJaDe
Update to earlier since many have no shadow plus the praetorian

Re: Roman Skins

Posted: Fri Feb 11, 2022 3:38 am
by Endru1241
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 :)

Re: Roman Skins

Posted: Fri Feb 11, 2022 4:22 am
by DreJaDe
-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?

Re: Roman Skins

Posted: Fri Feb 11, 2022 5:51 am
by Endru1241
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?
I'll check them on the evening.
And fatty is the senator, whose arse you made fat.

Re: Roman Skins

Posted: Fri Feb 11, 2022 6:18 am
by DreJaDe
Endru1241 wrote: Fri Feb 11, 2022 5:51 am And fatty is the senator, whose arse you made fat.
LOL but actually, that's not his ass.

I know it would look weird in pixel but that's just what I got from Roman statues of the senators.

Re: Roman Skins

Posted: Fri Feb 11, 2022 6:36 am
by Endru1241
DreJaDe wrote: Fri Feb 11, 2022 6:18 am
Endru1241 wrote: Fri Feb 11, 2022 5:51 am And fatty is the senator, whose arse you made fat.
LOL but actually, that's not his ass.

I know it would look weird in pixel but that's just what I got from Roman statues of the senators.
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.

Re: Roman Skins

Posted: Fri Feb 11, 2022 7:10 am
by DreJaDe
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...

Re: Roman Skins

Posted: Fri Feb 11, 2022 8:07 am
by Endru1241
But it's good.
69(wink)th cohort is kinda meh - overused.

But I smiled seeing fatty senator.

Re: Roman Skins

Posted: Thu Mar 10, 2022 12:38 pm
by DreJaDe
TC skin

Re: Roman Skins

Posted: Thu Mar 10, 2022 12:38 pm
by DreJaDe
TC skin

Re: Roman Skins

Posted: Sat Mar 12, 2022 7:47 pm
by Endru1241
DreJaDe wrote: Thu Mar 10, 2022 12:38 pmTC skin
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).

Re: Roman Skins

Posted: Thu Jul 20, 2023 5:36 am
by Stratego (dev)
@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.

Re: Roman Skins

Posted: Thu Jul 20, 2023 11:51 am
by Endru1241
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.

Re: Roman Skins

Posted: Thu Jul 20, 2023 3:08 pm
by Stratego (dev)
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.

-------
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

Posted: Thu Jul 20, 2023 4:02 pm
by Endru1241
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?

Re: Roman Skins

Posted: Thu Jul 20, 2023 4:16 pm
by Stratego (dev)
"I'm honestly not sure if skins should be applied on all units."
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 mean - those map-generated ones would have a skin of whom if more than one player had skin changed?"
map generated:
- 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?
What is the idea behind reskin button?
Would it appear on each unit?
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.
any suggestion appreciated.

Re: Roman Skins

Posted: Thu Jul 20, 2023 7:32 pm
by Endru1241
Stratego (dev) wrote: Thu Jul 20, 2023 4:16 pm
"I'm honestly not sure if skins should be applied on all units."
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?
That makes only make skins of starting TC changed.
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.
"I mean - those map-generated ones would have a skin of whom if more than one player had skin changed?"
map generated:
- 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 - that is exactly how I think it should be by default. And as far as I know - it's like that currently.
What is the idea behind reskin button?
Would it appear on each unit?
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.
any suggestion appreciated.
So all AI, neutral etc. on the map you want to look different would need to be tapped separately in propsheet in each game?
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?

Re: Roman Skins

Posted: Thu Jul 20, 2023 10:44 pm
by Stratego (dev)
"That makes only make skins of starting TC changed.
All others conquered later would have default."
maybe i could auto skin when got occupied?
So all AI, neutral etc. on the map you want to look different would need to be tapped separately in propsheet in each game?
nono, i thought you can change only player skins.
AI to be skinned? maybe - is that requested?
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?
wait is there any need to skin AI/neutral units? this is the first time i hear it.

Re: Roman Skins

Posted: Fri Jul 21, 2023 6:07 pm
by Stratego (dev)
so shall i change here someting so we can use TC skins?

Re: Roman Skins

Posted: Fri Jul 21, 2023 8:30 pm
by Endru1241
Stratego (dev) wrote: Thu Jul 20, 2023 10:44 pm
"That makes only make skins of starting TC changed.
All others conquered later would have default."
maybe i could auto skin when got occupied?
That may reveal TC ownership under once uncovered fog.
So all AI, neutral etc. on the map you want to look different would need to be tapped separately in propsheet in each game?
nono, i thought you can change only player skins.
AI to be skinned? maybe - is that requested?
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?
wait is there any need to skin AI/neutral units? this is the first time i hear it.
I read it somewhere more than once.
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.

Re: Roman Skins

Posted: Sun Jul 23, 2023 11:19 pm
by b2198
Endru1241 wrote: Fri Jul 21, 2023 8:30 pm
Stratego (dev) wrote: Thu Jul 20, 2023 10:44 pm maybe i could auto skin when got occupied?
That may reveal TC ownership under once uncovered fog.
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.

Re: Roman Skins

Posted: Mon Jul 24, 2023 12:21 am
by DreJaDe
b2198 wrote: Sun Jul 23, 2023 11:19 pm
Endru1241 wrote: Fri Jul 21, 2023 8:30 pm
Stratego (dev) wrote: Thu Jul 20, 2023 10:44 pm maybe i could auto skin when got occupied?
That may reveal TC ownership under once uncovered fog.
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.
Isn'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.

Re: Roman Skins

Posted: Mon Jul 24, 2023 1:37 am
by b2198
DreJaDe wrote: Mon Jul 24, 2023 12:21 am Isn't that a well known bug even for the default skin?

Where it shows occupied tc to other players?
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?

Re: Roman Skins

Posted: Mon Jul 24, 2023 6:52 am
by Stratego (dev)
DreJaDe wrote: Mon Jul 24, 2023 12:21 am
b2198 wrote: Sun Jul 23, 2023 11:19 pm
Endru1241 wrote: Fri Jul 21, 2023 8:30 pm
That may reveal TC ownership under once uncovered fog.
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.
Isn'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.
i ont know what do u mean by train tracks. and why enemy sees? please give more info

Re: Roman Skins

Posted: Mon Jul 24, 2023 6:52 am
by Stratego (dev)
b2198 wrote: Mon Jul 24, 2023 1:37 am
DreJaDe wrote: Mon Jul 24, 2023 12:21 am Isn't that a well known bug even for the default skin?

Where it shows occupied tc to other players?
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?
sure we could...
:)

Re: Roman Skins

Posted: Tue Jul 25, 2023 9:45 am
by DreJaDe
Stratego (dev) wrote: Mon Jul 24, 2023 6:52 am
DreJaDe wrote: Mon Jul 24, 2023 12:21 am
b2198 wrote: Sun Jul 23, 2023 11:19 pm
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.
Isn'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.
i ont know what do u mean by train tracks. and why enemy sees? please give more info
We can build train tracks in AOR as terrain.

Since they are terrain. Enemy can see them in "explored" setting.

Re: Roman Skins

Posted: Tue Jul 25, 2023 1:43 pm
by Stratego (dev)
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.