Roman Auxiliaries - IMPLEMENTED

These suggestions are in the game
User avatar
DoomCarrot
Posts: 3089
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Re: Roman Auxiliaries - ACCTEPTED

Post by DoomCarrot » Wed Aug 17, 2016 5:38 am

I did not change the face, or anything else, only changed the helmet slightly. What is wrong with the face?
The day is coming when a single carrot, freshly observed, will set off a revolution.

User avatar
Disco
Posts: 219
Joined: Sat Feb 27, 2016 4:37 pm
Location: UK

Re: Roman Auxiliaries - ACCTEPTED

Post by Disco » Wed Aug 17, 2016 7:38 am

Cankles?

lol..na the image looks fine to me. Although the helmet/hair looks a little blurry (to me). Other than that, its really great pic 8-)

User avatar
DoomCarrot
Posts: 3089
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Re: Roman Auxiliaries - ACCTEPTED

Post by DoomCarrot » Wed Aug 17, 2016 3:20 pm

Ok, well there is really nothing to be done about face/helmet differentiation, because there are not enough pixels in the area to make a good looking outline. However, I darkened the face and shaded the helmet better to make it look less blurry, this was the best I could really do... Although it doesn't look much different to me. :?

Before:
Imagejpg images

After:
Imagejpg images
The day is coming when a single carrot, freshly observed, will set off a revolution.

User avatar
Alpha
Posts: 1871
Joined: Sat Aug 20, 2016 5:51 pm
Location: Illnois, Niles

Re: Roman Auxiliaries - ACCTEPTED

Post by Alpha » Thu Aug 25, 2016 2:03 pm

Where do we vote?
Awoo~ my dudes!

User avatar
Alpha
Posts: 1871
Joined: Sat Aug 20, 2016 5:51 pm
Location: Illnois, Niles

Re: Roman Auxiliaries - ACCTEPTED

Post by Alpha » Thu Aug 25, 2016 2:04 pm

Like for this because I want the Roman Auxiliaries to be Implemented
Awoo~ my dudes!

User avatar
DoomCarrot
Posts: 3089
Joined: Wed Mar 18, 2015 6:04 pm
Location: Commanding General's quarters, a tall keep above the mighty city of Carrot's Point

Re: Roman Auxiliaries - ACCTEPTED

Post by DoomCarrot » Thu Aug 25, 2016 11:28 pm

Voting happens on a seperate topic at the end of each month.
The day is coming when a single carrot, freshly observed, will set off a revolution.

User avatar
makazuwr32
Posts: 4334
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Roman Auxiliaries - ACCTEPTED

Post by makazuwr32 » Sat Feb 17, 2018 7:27 pm

These units are implemented.
Please change status.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

Stratego (dev)
Site Admin
Posts: 9418
Joined: Fri Apr 25, 2014 9:28 pm

Re: Roman Auxiliaries - IMPLEMENTED

Post by Stratego (dev) » Wed Jun 20, 2018 9:02 pm

i have these roman images from Avalyn, so i post here so u see what (more) we have as images, and can implement later as new aux unit - if we like the image.
Attachments
goldguy.png
goldguy.png (1.64 KiB) Viewed 685 times
goldguy2.png
goldguy2.png (1.63 KiB) Viewed 685 times
goldguy3.png
goldguy3.png (1.65 KiB) Viewed 685 times
goldguy4.png
goldguy4.png (1.72 KiB) Viewed 685 times
goldguy5.png
goldguy5.png (1.7 KiB) Viewed 685 times
roman.png
roman.png (1.17 KiB) Viewed 685 times
roman_new.png
roman_new.png (1.22 KiB) Viewed 685 times
roman_new2.png
roman_new2.png (1.23 KiB) Viewed 685 times
roman_aux.png
roman_aux.png (1.59 KiB) Viewed 685 times

Post Reply

Return to “IMPLEMENTED - Infantry”