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Stan`

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Everything posted by Stan`

  1. Hi there is a task for it http://trac.wildfiregames.com/ticket/2349 we are moving to fit the needs your screen would have but it's not finished yet.
  2. Stan`

    Faction: Norse

    I agree with the principe but how would you do that with the current state of things. Should we merge everymod and make sure they are compatible ? Also I was thinking that gameplay modification such as convert should always be separated from main mods, to be usable as plugins for any other mod. This way civ would be compatible with each other. And then become what you said earlier, just a bunch of assets. But to unify all this, we need to merge the structure for all mods. we could also do it for the main game and propose the changes.
  3. Stan`

    Faction: Norse

    We plan to replace the name by norse ^^
  4. Stan`

    Faction: Norse

    This or any of those http://www.indiedb.c...g-forge-concept http://paganroots.de...House-143160628 http://hassam.hubpag...ere-The-Vikings http://www.google.fr...ed=0CNEBEK0DMDc What about those from the movie you showed ? I couldn't find the name though
  5. Thanks a lot. Do you mind if I modifiy your map's structure to create a temporary AI for it ?
  6. Stan`

    Faction: Norse

    The "new" longhouse is for the carolingians Also I noticed in one of your screenshots you used the viking struct for all celts buildings, want me to do that ? What about the tents ? The blacksmith ? Using the smaller house from your screenshot ?
  7. Stan`

    Faction: Norse

    What movie is this ? Can't we use any of those buildings ?
  8. Mmh that need to be discussed. Easier from people on walls to see what's going on if it's just below there wall than when it started far away. It could cost money though, farthest the more expensive.
  9. Stan`

    Faction: Norse

    http://www.indiedb.com/games/project-vahaos/images/viking-forge-concept http://paganroots.deviantart.com/art/Viking-Smith-House-143160628 http://hassam.hubpages.com/hub/Who-Were-The-Vikings http://www.google.fr/imgres?imgurl=http%3A%2F%2Fteamgrizzly.ca%2FFlightHangar%2FFlight002%2FCrossCanada%2FBearCanada0212.JPG&imgrefurl=http%3A%2F%2Fteamgrizzly.ca%2FFlightHangar%2FFlight002%2FBearCanada012.html&h=428&w=640&tbnid=2QUnWuD0UEdP7M%3A&zoom=1&docid=q69eETbMYWqjGM&ei=EHn_U9_GHKbA0QXm_YC4CA&tbm=isch&client=firefox-a&iact=rc&uact=3&dur=385&page=3&start=44&ndsp=24&ved=0CNEBEK0DMDc
  10. Stan`

    Faction: Norse

    I'll start the blacksmith stated on post #289. Niektb : How can we make the viking house less problematic to place ? Maybe use tents ? For now IA's have huge problems using them correctly. Also we could use the Crannog as an alternate civ center. Do you want me to replace all viking by norse ?
  11. Does the same for me. I reported it on track. Does that since last build.
  12. Oh sure There should be a restriction though ^^ I was thinking of having an invisible/ shown as one of your soldier with your color unit to do that, and that unit being able to garrison in the building of the attacker' choice. That'd be the start for special units. (You could afterwards extend it to be a thief etc it could go through doors etc)
  13. Then If possible we should have crumbling wall meshes, just like wall with grates (that would be more receptive to this tech ie : LOTR) with the same passability as gates, so when the wall is sabotaged units are able to pass, but not as much as a full broken wall.
  14. @Thamlett you can +1 by clicking on the post up you with the little green arrow.^^
  15. Updated first post. Features are now decided by vote on comments. To make it more easy to do, please make one comment per feature. Edited first post. Let's keep it civil
  16. Easier to be able to vote if you know who uses the branch and therefore is able to give a constructive opinion. But of course this is the main idea of the thread.
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