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Posts posted by niektb
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Do not forget disabling fast boot.
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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:
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Same time zone, I'm living in the Netherlands.
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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)
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It looks more like a Age of Empires inspired drawing, very nice though.
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You mean a more nomad starting style?
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Should I understand that I'm... good ? If so I'll be glad to help
Pretty good, yes... (A lot better than me, that's for sure) No, I'm serious, your gallic farmstead for example looks great.
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Really ?
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.
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Could do that. I made them because I wanted to do something X)
I can think of other ways to keep you busy (even with 3d modeling).
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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?
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I created a patch which changes the footprint and obstruction size. Unfortunately it appeared that the whole 3D-model needs to be changed.
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.
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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
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Make yer stuff first
? What do you mean ?
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I created an organisation with a repo instead of one on my own account:
https://github.com/MillenniumAD/millenniumad
this means a new URL.
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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:
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.
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?
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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.
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Better upload it as .patch file. (See the wiki)
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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
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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
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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?)
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I suggest having this one as victory soundtrack:
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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.
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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)
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This wasn't about the Gaul?
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It's a bit forced but perhaps we could bonus the gathering rate in relation with the distance to the first CC?
The Centurion: Countermeasures Against Infinite Farming
in General Discussion
Posted
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.