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niektb

WFG Retired
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Everything posted by niektb

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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
  8. Please let me know when you have created a github account and its name so I can add you to the collaborators.
  9. You're both welcome! You can probably start with a TODO-list by creating milestones at our github repo: https://github.com/niektb/milleniumad/issues/milestones Let's first split up the Viking civ into parts: http://www.wildfiregames.com/forum/index.php?showtopic=17918 We should also check whether art could be re-used or should be newly created. (And implement it in the TODO, you can work in sync with the proposal thread) @Lion.Kanzen: You can pick a task from the TODO-list as soon as there are items on the list, I don't care which one. @Romulous: You could also help with the viking research. I would like to finish the land units first and myself, but you can already start with whatever other topic you want. Edit: Better use milestones for releases and use issues for tasks.
  10. We are looking for additional team members!!! As you probably might know, we are creating a mod that brings the middle ages to 0 A.D (starting with the early period). If you want to be part of the team and contribute, feel free to reply or PM me to apply. Currently we are looking for a variety of team members: 3D artists Mostly we want to re-use the game's art as that saves a lot of time and effort. Unfortunately that's not always possible (think of buildings and ships) and that is why we need 3D artists in our team. 2D artists Firstly we need texture artists to work on the newly created models and re-texture already existing models to make it fit in our mod. Secondly we need people who are willing to design the UI and create several icons / wallpapers. Researchers Our course do we need to have a bunch of researchers who are investigating in history and make proposals for civilizations. Not only do they research, they should also come up with ideas of how to implement stuff in a nice way in the game. Engineers No mod team can do without engineers. Our engineers should take care of all XML / JSON files located in the source to make sure that the mod works and resolve mod-related issues. They could perhaps also implement some gameplay code (not in the engine, only things like abilities and auras etc., etc.) Writer This is not a really necessary role as it could be done by other team members as well, but is is nice to have a specialized person for it. This person should do the announcements and take care of all linguistic stuff (like descriptions and stuff). He should also make a FAQ. Good English skills are a must, preferably native. Of course is it not really necessary to be part of the team to contribute, but we like to have some fellows who contribute on a (relatively) regular base to make sure that the mod keeps going at some pace. Again, feel free to reply or to PM. Regards, The team
  11. Any additional information? - When does the error occur? - What does your system look like? - etc.
  12. I've created a github repo. You can find it here: https://github.com/niektb/milleniumad/tree/master
  13. What we currently have is the following: - viking warrior. The basic viking soldier wielding an axe and light armour. The sword / mail could be used as a variant / upgrade. - spearman. Basically the same, but a spear and the ability to throw it. (Whenever abilities come available in vanilla) - bowmen. - huskarl. Heavily armoured, axe-wielding champion soldier. - at last I wanted to give the Vikings a special soldier: The Berserker. An aggressive soldier, with a two-handed axe, with high attack, but low (relatively) hitpoints.
  14. Everyone does in menu, so what? In game you won't get such FPS's.
  15. Viking Spearman Basically the same stuff as the viking warrior with the exception of having a spear instead of a sword. Type: spearman, melee, infantry, citizen-soldier Skills: swift, bonus vs. cavalry, lower gathering rate. The spear had different usages: It was wielded both one-handed and two-handed, it was used in melee as well as in skirmish. http://www.hurstwic.org/history/articles/manufacturing/text/viking_spear.htm The spearman could be merged with the skirmisher and the soldier would have an ability to throw a spear, This depends on if the vanilla game will feature abilities like Empire Earth did with the Roman Legionnaires.
  16. It would indeed fit in a mod. Our Millennium A.D. mod is going to implement nomads and it would perhaps fit in other civs as well.
  17. It has the same 2D style but isn't part of the official game. (Perhaps from Steam Workshop?)
  18. No, it's not AoE (at least not vanilla) Furthermore I prefer the first handcart. Also the wooden part of the roof looks to flat. You should try to tilt it slightly and use a rougher texture.
  19. Though I pick my own PostProc effect, the xml-file says that the default is selected. Same for other effects.
  20. I tried to implement a simple post-proc shader but nothing happened at all in the Atlas! Even the other shaders didn't change anything. (I'm sorry. I'm unable to upload my shader due to permission restrictions.)
  21. Indeed, currently the CPU is the FPS limiter. If supported the advanced graphics should be enabled by default.
  22. http://trac.wildfiregames.com/wiki/ReportingErrors Which OS are you running, and do you have the latest GPU drivers?
  23. Does it happen everytime you start the game? To me it happens only the first time I start the game.
  24. Shouldn't be too much trouble to create a subforum, but I fear that it would be a chaos. I prefer a wiki page with a few persons taking care of the content and layout.
  25. We could perhaps create a wiki page and link to it on play0ad.com? I volunteer to help creating one! Also a game manual is being worked. (By Mythos_Ruler?) Last, but not least: you can find a video tutorial on YouTube.
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