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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. So which helmet is accurate ? Actually I need to know what I should model to fit the time frame ie I want a picture with the guy armor, the horse armor, and the helmet.
  2. I have seen that before. I think it's a material issue. EDIT : First Possible cause : material used is basic spec but there is no spec specified.
  3. @Niektb, Everything should be fixed now. Thanks at Thamlett for reporting the CC bug. For all mappers, when putting models near the black round of the map, make sure you don't place one in the dark, if you do, the influence area will remain, and you'll have to manually edit the file to find the hidden building. skirmishes.7z
  4. Why not the fourteenth then ? In french that ´s quatorze so something like quadradecis ?
  5. Sorry haven't checked. What version are you on ? A16 ? The download is known to corrupt. Redownload it. (I'm sorry for that)
  6. Okay use this as command line "-mod=public". Without Quotes.
  7. Stan`

    Faction: Norse

    @fexor aristeia is the first mod to support the new organisation could you check it out and tell us what you think ?
  8. Hey rada, awesome, could you make the ai use the testudo formation ?
  9. 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.
  10. 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.
  11. Stan`

    Faction: Norse

    We plan to replace the name by norse ^^
  12. 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
  13. Thanks a lot. Do you mind if I modifiy your map's structure to create a temporary AI for it ?
  14. 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 ?
  15. Stan`

    Faction: Norse

    What movie is this ? Can't we use any of those buildings ?
  16. 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.
  17. 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
  18. 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 ?
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