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niektb

WFG Retired
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Posts posted by niektb

  1. @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.

    I as said before we need create a brainstorming to do a Related works to have elements to do or construct a design element.

    Yes, it would be good to have a design element which you can find in all Millenium related artistry.

  2. Good news!

    I contacted the author, explained the problem to him and he gave permission to use the music!

    Hi. If it's a free mod and you make no profit then you can use my music for free, as long as you give me proper credits.
    -Antti Martikainen

    Now we can select the tracks we like and fit them in appropriate places. :declare:

    As far as I'm concerned you're welcome to use the existing soundtrack if you like.

    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!)

    • Like 1
  3. 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).

  4. The Saxons

    8124747825_3a5777917e_b.jpg

    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.

  5. 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:

    archery_big.jpg

    Vikingurme%C3%B0boga.jpg

    archer.jpg

    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.

  6. I believe you have to decide once and for all whether you want a faction that depict the raiding Vikings only or a faction that depict all the late Antiquity/Middle Age Scandinavian peoples too.

    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.

  7. History states they a perfectly legitimate faction in you time frame.

    Having just one faction that makes for others is skimming variety. My opinion, I like lots of factions because it diversifies the game with depth.

    Buts its your choice

    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.

    • Like 1
  8. 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.

  9. A typical Viking warrior was actually called a "Berzerker"

    Berzerkers used any and every weapon available and often had a standard typical uniform with colours and helmets mildly being an exception.

    This is the most common and standard berzerker helmet which is distinctive to the Vikings and Norse

    p32-viking-helmet.gif

    Other varieties include:

    vikinghelmet.jpg

    real-viking-helmet.jpeg

    800px-2004_sutton_hoo_01.JPG

    A Viking king unit (once regicide is implemented) would be a Jarl unit.

    If you going to be modding Vikings don't forget the infamous longboats... The perfect name for these ships will be "The Rova"

    H191176_AK0333.jpg

    I would tend to make the Vikings more nomadic in the sense they don't have CC or many types of buildings, but port/docs and things like that where you can train all of their units.

    Vikings don't build castles or forts, they build "longhouses"

    They do build wooden walls.

    An example of a typical Viking longhouse

    oct%2018%20viking%20longhouse%202.JPG

    adalstraeti_longhouse.gif

    house_big.jpg

    Probably an added bonus for Vikings is training Berzerkers and units from the ships. This will make them lethal to raid with.

    Another bonus feature is treating your ships as storage buildingsas well, so when raiding you can gather resources at an any given location you in without having to be attached to the land...

    Viking sea raiders lived totally off their ships. So it makes sense, is historically accurate and adds realism.

    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.

  10. So must I stick with the layout, like the Medieval art and just change the text in it?

    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.

  11. 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.

  12. 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.

  13. 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

    • Like 1
  14. I got my hands tied based on some ancient civs with 0 .A.D. So as far as 3D designing and engineering goes I can't help there at the moment.

    I can join as a researcher and art critic.

    I can help you guys. I'm 2D artist and learning 3d , I'm graphic designer and Communication Advertising Media.

    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.

  15. 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

  16. 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.

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