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niektb

WFG Retired
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Everything posted by niektb

  1. Well, basically the Viking Huscarls and the Saxon huscarls are exactly the same, so yes, they would look like each other and could be used for each other. (how do you mean mini-faction?)
  2. I suggest having this one as victory soundtrack: On_the_Road_to_Adventures.ogg
  3. That certainly looks good. It would indeed be more realistic to give combo bonuses and it gives an extra level of planning and building. Wouldn't it be implemented in vanilla then certainly it should be tested in a mod. Regarding to the bonus shown: you already get range bonuses, in the same way you could display other bonuses.
  4. Huscarls Type: Champion-soldier, melee infantry, two-handed axeman. Skills: heavily armored. Being the elite units of their time, they served as bodyguards to lords and kings. They wielded superior equipment and had an excellent training. I suggest making them wear their shield at their back and carry a two-handed axe. References: (Although being a varangian guard, I think that the left perfectly fits the style, with the exception of the axe)
  5. It's a bit forced but perhaps we could bonus the gathering rate in relation with the distance to the first CC?
  6. The roofs are only a bit lengthy in comparison with the building itself. I think you should take a look at the mines from Knights and Merchants.
  7. niektb

    Signatures

    @Romulous: Could you perhaps rework the logo in your signature (our a similar logo) into a high-res one? (I like that one to use as logo) I will create a banner then and update all sources and finally create a ModDB page. The startup milestone is then finished after you have finished the signatures. Yes, it would be good to have a design element which you can find in all Millenium related artistry.
  8. How about this being our theme song? 20 - Antti Martikainen - Antti Martikainen - To the Ends of the Earth.mp3
  9. Good news! I contacted the author, explained the problem to him and he gave permission to use the music! Now we can select the tracks we like and fit them in appropriate places. I know, but mods are there to change and it would be nice to feature whole new soundtracks. (I'm certainly not saying that your songs are ugly. On the contrary!)
  10. The musician uses the following license:http://creativecommons.org/licenses/by-nc-sa/3.0/ Is this not compatible with cc-by-sa?
  11. Here I want to discuss what to do with the music. We have a few options: 1. Use sounds and music already implemented in 0 A.D. 2. Compose them ourselves. (not really an option, I fear) 3. Look for royalty-free soundtracks on the internet. I prefer to use the sound already implemented in 0 A.D. Regarding to the music however, I think that I have found a good composer: http://www.jamendo.com/en/artist/426659/antti-martikainen I've listened just a few seconds but I think it's perfect to use as music in-game! It is totally free to use for non-commercial purposes as long as you credit him (on a well visited place).
  12. Has to do with the renderer as well. (Almost no light, almost no shadows etc.)
  13. The Saxons The Saxons were a confederation of German tribes living in the north of Germany. In the early Middle Ages they expanded toward Great Britain and colonized large parts of it. A large part of the Saxons however stayed in northern Germany where they resisted the expansion of the Franks. Facing the Viking invasions the english realms (Saxons, Jutes and Angles) were unified during the period of Egbert till Alfred the Great and it became the Kingdom of England.
  14. The Normans are balancing right on the edge of part one and part two. It does belong only a slightly little bit more to part one (the armies' style), so I think we can add this civ to part one as a standalone civ.
  15. Viking Hunter renamed from bowman to hunter as it better suits the function of the bow. Type: Citizen-soldier, ranged infantry, bowman. Skills: swift, lower gathering rate with the exception of the hunting rate which is higher. References: regarding longboats: Well, we could try making the longboat a trainable entity, but I suggest limiting the amount of types instead of the amount of units.
  16. As this mod (part 1) is going from the fall of the Western Roman Empire till the founding of the Holy Roman Empire is it best suited to mainly depict the raiding vikings.
  17. Please remember, Lion, that 1,000 A.D. is split up into 2 part. Part one goes roughly from 500 AD till 1000 AD. Part two takes care of the other 500 years.
  18. It is certainly not my choice only. (I'm not the team leader, I'm just taking care of business till NoMolester is online back again.) I was just wondering what would be better.
  19. He is just mentioning the name not the year, and indeed Normans had a lot to do with Vikings. Therefore I am not sure if we should include the Normans as a standalone faction. We could however include Normans as a sub faction from the Vikings, although Normandy only played a role since it conquered England in 1066 AD.
  20. According to these sites, the longhouses didn't serve as forts / castles but as living houses: http://www.danishnet.com/info.php/vikings/longhouse-148.html http://www.hurstwic.org/history/articles/daily_living/text/longhouse.htm That horned viking helmet is pure fiction. I personally like the Berserkers wearing a hide as armor and wielding a strong two-handed weapon most. (A bit like Rome: Total War) Of course do we include the longboat. It is already going to be implemented as a mobile dropsite. I fear that the longboat will become to powerful, If we'll make it a training entity as well. Just spamming some ideas: To make it a less settled faction we could start with only one or two longhouses (perhaps a dropsite as well), in which you can create female citizens and one type of a citizen-soldier. By building a chief's house you can get a stronger building which serves as CC, (but is only build-able in the 2nd phase?) This makes the Vikings vulnerable in the early game, but once survived that part, Vikings will become the ultimate raiding&trading faction with longboats used as mobile dropsites, trading bonuses and the soldiers being swift and have some additional damage vs. buildings.
  21. niektb

    Signatures

    Yep, I think that's enough. It is perfect to have a medieval-style capital ('M') as long as it does fit with the other text.
  22. niektb

    Signatures

    It was not really about the layout or too much elements, but I had to really focus my eyes on the Millennium A.D. text, the first time I read it. I suggest using a simpler font. Also I'm not too fond of the pixelated text 'programmer'. It looks too much like text from an old game. A normal (non-pixelated) font looks better. I prefer using Millennium A.D. instead of 1000 A.D. It looks nicer and more professional. Also it sounds better then thousand A.D.
  23. niektb

    Signatures

    Hmm, okay. Not to smart of me.(That's the way we write it in Dutch) I think I have to rewrite a lot more than the signatures. Furthermore it looks nice though its a bit chaotic to your eyes. And yes, the text was a weak point of my signatures. I would be glad if you could enhance that. If you want: I can upload the source (layered) files.
  24. The current list is the following: Northern germanics: -Vikings -Saxons -Allamani Southern germanics: -Franks -Goths -Lombards -Burgundians Romans: -Eastern Romans Muslims: -Arabs -Berebers Steppe Nomad (architectural type): -Slavs -Avars But I have some changes (regarding to the germanic factions) I wanted to discuss with NoMolester (He hasn't been online for a while) These are going to be included anyway: Northern germanics: -Vikings -Saxons Southern germanics: -Franks Romans: -Eastern Romans Muslims: -Arabs -Berebers Steppe Nomad (architectural type): -Slavs -Avars
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