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niektb

WFG Retired
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Everything posted by niektb

  1. I made some shots from a movie.
  2. You've got a point. But of course it could be implemented in a mod. So basically adding strategic points?
  3. So basically adding strategic points?
  4. You're off to a good start! Good that you have darkened the hay roof, I only fear that the wall's color will collide, but we'll see.
  5. But what about land maps where no water is present? I do like the approach more to bonus CC's and farms near water, whether by digging channels or not.
  6. Don't forget about the relics from AoE 2!! Infinite farming isn't completely unrealistic, the main problem is that farms are too easily defendable. I suggest as I (and others) already did: increase the farm's size, that should be enough to deal with the problem stated in the TS.
  7. Basically, thanks to infinite farming one might be able to turtle with only a few farms as farms are relatively small and defendable by placing them right in the middle of your city. If you make it not infinite then the player would run out of wood and therefore food as the player isn't able to build farms anymore. result: total defeat. It is indeed also not realistic to provide wood to maintain the farms. Infinite farming is a sensible mechanic to help defensive players defend, but becomes annoying when the AI makes a bunch of them and makes it very hard as player to exhaust him. Secondarily the Roman abilities won't help too much for the same reason. The best compromise (and still realistic) would be to enlarge the farms and making it less defendable and hard to place in the middle of your town.
  8. Longhouse type: house, building specials: trains female citizen + axeman, resource dropsite for food and wood, additional garrison slots, small ranged attack, additional pop cap bonus, more expensive, build-limit. "Throughout the Norse lands, people lived in longhouses (langhús), which were typically 5 to 7 meters wide (16 to 23 feet) and anywhere from 15 to 75 meters long (50 to 250 feet), depending on the wealth and social position of the owner. In much of the Norse region, the longhouses were built around wooden frames on simple stone footings. Walls were constructed of planks, of logs, or of wattle and daub." http://www.hurstwic.org/history/articles/daily_living/text/longhouse.htm References:
  9. Same time zone, I'm living in the Netherlands.
  10. Basically they are not very nomadic so a settled base is best. Travellers they were though, but mainly over water and that's reflected in the longboat, which is a mobile dropsite and is able to train some units. However the idea of starting with some kind of cart would fit in nomadic tribes (arabs or so)
  11. It looks more like a Age of Empires inspired drawing, very nice though.
  12. You mean a more nomad starting style?
  13. Pretty good, yes... (A lot better than me, that's for sure) No, I'm serious, your gallic farmstead for example looks great.
  14. Head over to the mod section. We, from 1,000 A.D., for example can use a good 3d modeler for especially buildings and ships.
  15. I can think of other ways to keep you busy (even with 3d modeling).
  16. This is my opinion on how we should differentiate the gameplay for vikings: Vikings start with a Longhouse instead of a Civic Centre. The Longhouse is a dropsite for food and wood only, features a small ranged attack and is able to create female citizen + standard axeman. Furthermore the longhouse is more expensive than a normal house (which isn't available to Vikings), more units are able to garrison and a larger pop cap bonus. In the 2nd phase the Chief's House (or Town Hall, hasn't decided yet which is the best name) comes available which is a full size CC with all skills from a normal CC. Regarding to the longboat: This one functions as a mobile dropsite, boosts looting in the area around him and is able to train a few types of units. (what amount and which types?) Any comments, suggestions?
  17. I created a patch which changes the footprint and obstruction size. Unfortunately it appeared that the whole 3D-model needs to be changed. Field_ObstructionSize.patch Before: After: Note that the last image was without increased ObstructionSize. Edit: forgot to mention that the width and height are multiplied by 1.5. The total size is therefore 2.25x larger.
  18. Good news! While exploring the repo, I discovered that there was a viking longboat present as a structure. One less model to be created! It should only be transformed into a unit. You can find the .xml-file in /art/actors/structures/viking
  19. I created an organisation with a repo instead of one on my own account: https://github.com/MillenniumAD/millenniumad this means a new URL.
  20. So far, so good. The land units are finished in the proposal, the modeling and (re)texturing can begin. Next step in the proposal will be the buildings. But first I want to discuss the viking gameplay (I do it now because buildings take a vital role in it). As one might recall I had already posted some ideas: What I'm actually saying here is that Longhouses are more important as you can train female citizens and one basic type of viking warriors. CC's will actually not exist, the Chief's House would look like it, but shouldn't be exactly the same (or should it?). Does somebody has a good idea on how to fit the Longhouse and the Chief's House into the game?
  21. Berserker Type: champion-soldier, melee infantry, one-handed spearman wielding a rough dark (brown?) shield. skills: low armor / hitpoints, strong attack, swift. Especially known for their berserkergang, they worked themselves into rage before battle and consumed drugged food and the berserkers were used as shock troops. These Odin's men, as they also were called, had a habit of wearing a pelt as armor. Being lawless madmen they were feared by the whole community and outlawed in the 11th century by King Erik. They are a bit like the Gaul's Naked Fanatic with the exception of wearing a shield and pelt.
  22. Better upload it as .patch file. (See the wiki)
  23. An update: Theme song: To the Ends of the Earth / Sons of Avalon I can't decide which one to use, any suggestions? Victory song: On the Road to Adventures (The other song.) Battle song: - Valor - ? I need a second song, any suggestions? Viking songs: - Land of Eternal Winter - To Valhalla Once more I want to point out that you can find Antii's songs here: http://anttimartikainen.bandcamp.com/ http://www.jamendo.com/en/artist/426659/antti-martikainen Edit: I changed my mind. Vikings are going to have 2 songs. I changed the victory song into On the Road to Adventures. Any opinions are very welcome. Antti_Martikainen_-_To_Valhalla_.mp3 01 - Antti Martikainen - Sons of Avalon.mp3 01 - Antti Martikainen - Valor.mp3 04 - Antti Martikainen - Antti Martikainen - The Forbidden City.mp3 20 - Antti Martikainen - Antti Martikainen - To the Ends of the Earth.mp3 Antti_Martikainen_-_The_Land_of_Eternal_Winter.mp3
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