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wackyserious

0 A.D. Art Team
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Everything posted by wackyserious

  1. I'll make additional concepts for the wall tower and gatehouse It'll be a stone wall substitute, it costs wood and food (labor) We can also make this available for the Anglo-Saxons
  2. Here's a quick wooden wall concept which I did earlier (Based on sources found at http://viking.destinationviking.com/en/attractions.html) Ívarr hinn Beinlausi or Ivar "the Boneless" Ragnarsson Currently, we can use the Roman siege wall as placeholder for the Norse wooden wall and tower
  3. This is really a little bit offtopic and I'm sorry for furthering this discussion, but he has a point, IMO. I'll just post it here instead of a making a new topic in the forum since this is just a very trivial matter. Yeah, the 0AD Facebook page was not that active lately. We would love to see more in-game screenshots and teasers posted on Facebook (The same goes for the 0AD profiles on other sites like ModDB/IndieDB, etc.) IMO, regular updates or things like these entice players who have never played the game for quite some time to play the game again (or even those who managed to try several of the past alphas but have quite forgotten about the game) Things like seeing good screenshots and current gameplay makes you want to play the game again when you see them, and social networking sites are the best places where people can easily view and access it, almost everyone has them nowadays, and most people regularly checks them. (Specially in Fb, where, the things that you have liked appear on your friends/acquaintances home screen/timeline)
  4. It would be cool if 0ad will have a gamemode that is similar to the Praetorians and Hegemony series, where you don't have to mind resource gathering, you just focus on training units, combat and competing for captureable sites, resources are auto-generated by captureable settlements (village/town) and resource buildings (wood/stone/metal) that are placed in different areas of the map.
  5. I'm really looking forward to see Enrique and Jos3BV's work to be implemented in-game. Everyone was busy lately, I hope that more skilled people could soon join and can help speed up the process.
  6. We have been supporting this idea ever since capturing was impelemented. It needs to change, IMO. The very reason, Plus the very hectic way of dealing with siege engine swarm, chasing here, chasing there, chasing everywhere.. Switch button + click here to destroy, switch button + click there to destroy, etc..
  7. So it decays very quickly.. I didn't noticed it before, then it needs to be tweaked if that is the case.
  8. I kinda like the suggestion but I'm not sure If I'll agree with you or not Garrisoning is the direct solution to that problem, ungarrisoned forts will simply decay in enemy territory whilst garrisoned ones do not, so make sure that you have spare troops to garrison the army camp after you finished constructing it.
  9. Does this mean that implementing ditch and trench structures are also complicated because of the engine limitations?
  10. Where can I find the last patch for this? I want to test it in-game, thanks.
  11. Plus, can we see a photo comparison between the old and new one? (With the same sun rotation and elevation, plus other visual tweaks)
  12. (Given that cutting though the ground is possible, like how quarries are planned to look like, dug deep) Generic name: Ditch Specific name: Faction specific Phase: Town phase Construction Cost: Food (Labor) - high food cost Takes time to build one (Like walls) Infantry can walk though (like farms) but are slowed down Can only be destroyed (dug) by infantry Impassable to siege equipment (Because battering rams suck and I don't like them, haha) Common Iron age defensive construction, both Romans and Celts built them together with their walls (It might be nice to make siege warfare more interesting in 0AD)
  13. Just the right information that I need, thanks, it kinda enlightened me about the book copyright
  14. I'm sorry for necro-ing this topic, I have questions, I'm curious of what would likely get us sued if we create contents based on the Tolkien Universe. I'm pretty sure that using copyrighted visual materials, like those that were in the movies is one.. But, is it safe or legal for us to use characters, places, names or things from the book? Like for example, if I name the faction Isengard and name units like Uruk-hai (Is it okay? or will it get me into trouble?) (I do have a Mordor faction WIP right now that uses the 0AD persian buidling set (with edited texture) as structures, so I'm sure it has no troubles visual materials-wise)
  15. We will just reuse the Norse unit textures for now.. (I want to rework/improve the unit textures (again) the rework should start once the new unit meshes and animations are implemented, after doing my of research on clothing and natural dyes, I realized that most of the current details were either wrong or poorly done.) Note: Norse helmet (placeholder) Current shield patterns looks too Christianized, I might add animal style shield motifs
  16. Based on what I've read, there were lesser and greater thegn(s) (Ones who serve nobles or ealdormans, and the ones who directly serve the king) Cynges Thegn or Royal Thanes are more generously gifted, meaning they are more well equiped This Total War: Attila mod depicted them as cavalry http://www.twcenter.net/forums/showthread.php?705421-Anglo-Saxons-Karling-TW- (The mod also has a good unit roster for the Anglo-Saxons) What I have in mind, plus the things you pointed out, (see design document [WIP] for more details later) Fyrd = City phase tech that allows training of advanced or elite rank units in Burhs (Fortress) Citizen-Soldier Ceorl (Infantry) = infantry_spearman (light to moderately armored) Thegn = infantry_swordsman ( moderate to heavily armored) Theow = infantry_slinger (unarmored) Ceorl (Skirmisher infantry) = infantry_javelinist (unarmored to lightly armored) Champion Cynges Thegn = champion_infantry_melee (heavily armored)
  17. Anglo-Saxon Design Document [WIP] INFANTRY Generic Name: Anglo-Saxon Freeman (Spearman) Specific Name: Basic: Ceorl (Gebur) | Advanced: Ceorl (Kotsetla) | Elite: Ceorl (Geneat) Class: Spearman. Hacker Armament: Spear Appearance: Garb: Basic – Body armor: None | Torso: Simple wool tunic (Natural wool colors) | Trousers: Wool trousers (Natural wool colors) Advanced – Body armor: None | Torso: Simple wool tunic (Natural wool colors) | Trousers: Wool trousers (Natural wool colors) Elite – Body armor: Padded cloth or Chain mail | Torso: Elaborate wool or linen tunic (Madder, Weld, and Woad) | Trousers: Wool trousers (Natural wool colors) Helmet: Basic – No helmet Advanced – Shorwell helmet Elite – Pioneer helmet + Coppergate helmet Shield: Basic – Round shield Advanced – Round shield Elite – Round shield Figure(s): History: The Ceorl was the collective term for the Anglo-Saxon lower-class, the men from the Ceorl were divided into three sub-classes or categories, the lowest being the Gebur, tied to their lords and bound to do servile duties, the following class were the Kotsetlas who have partially menial status, and are also partially bound to their lords, and the highest of the Ceorl class were the Geneatas, freemen entitled with certain rights, who rented lands from their lords, provide them with certain services and act their will. Garrison: 1. Function: - Special: - Generic Name: Anglo-Saxon Nobleman's Thane Specific Name: Thegn Class: Swordsman. Hacker Armament: Sword Appearance: Garb: Basic – Body armor: None | Torso: Simple wool tunic (Madder, Weld, and Woad) | Trousers: Wool trousers (Natural wool colors) Advanced – Body armor: None | Torso: Elaborate wool tunic (Madder, Weld, and Woad) | Trousers: Wool trousers (Natural wool colors) Elite – Body armor: Padded cloth or Chain mail | Torso: Elaborate wool or linen tunic (Madder, Weld, and Woad) | Trousers: Wool trousers (Madder, Weld, and Woad) Helmet: Basic – Shorwell helmet Advanced – Pioneer helmet + Coppergate helmet Elite – Pioneer helmet + Coppergate helmet Shield: Basic – Round shield Advanced – Round shield Elite – Round shield Figure(s): History: Garrison: 1. Function: - Special: - Generic Name: Anglo-Saxon Freeman (Skirmisher) Specific Name: Basic: Ceorl (Gebur) | Advanced: Ceorl (Kotsetla) | Elite: Ceorl (Geneat) Class: Javelinist. Hacker Armament: Axe Ranged Armament: Javelins. Appearance: Garb: Basic – Body armor: None | Torso: Simple wool tunic (Natural wool colors) | Trousers: Wool trousers (Natural wool colors) Advanced – Body armor: None | Torso: Simple wool tunic (Natural wool colors) | Trousers: Wool trousers (Natural wool colors) Elite – Body armor: None | Torso: Elaborate wool or linen tunic (Madder, Weld, and Woad) | Trousers: Wool trousers (Natural wool colors) Helmet: Basic – No helmet Advanced – No helmet Elite – Shorwell helmet Shield: Basic – No shield. Advanced – Round shield. Elite – Round shield. Figure(s): History: The Ceorl was the collective term for the Anglo-Saxon lower-class, the men from the Ceorl were divided into three sub-classes or categories, the lowest being the Gebur, tied to their lords and bound to do servile duties, the following class were the Kotsetlas who have partially menial status, and are also partially bound to their lords, and the highest of the Ceorl class were the Geneatas, freemen entitled with certain rights, who rented lands from their lords, provide them with certain services and act their will. Garrison: 1. Function: - Special: - Generic Name: Border Horseman Specific Name: Rideheres Class: Cavalry_spearman. Hacker Armament: Spear. Appearance: Garb: Basic – Body armor: None | Torso: Simple wool tunic (Madder, Weld, and Woad) | Trousers: Wool trousers (Natural wool colors) Advanced – Body armor: None | Torso: Elaborate wool tunic (Madder, Weld, and Woad) | Trousers: Wool trousers (Natural wool colors) Elite – Body armor: Padded cloth or Chain mail | Torso: Elaborate wool or linen tunic (Madder, Weld, and Woad) | Trousers: Wool trousers (Madder, Weld, and Woad) Helmet: Basic – Shorwell helmet Advanced – Pioneer helmet + Coppergate helmet Elite – Pioneer helmet + Coppergate helmet Shield: Basic – Round shield Advanced – Round shield Elite – Round shield Figure(s): History: Garrison: 1. Function: - Special: - CHAMPION Generic Name: Anglo-Saxon Royal Thane Specific Name: Cynges Thegn Class: Champion Infantry Unit. Hacker Armament: Spear Appearance: Garb: Body armor: Chain mail | Torso: Elaborate linen tunic (Madder, Weld, and Woad) | Trousers: Wool trousers ( Madder, Weld, and Woad ) Helmet: Sutton Hoo helmet or Pioneer helmet + Coppergate helmet Shield: Round shield Figure(s): History: Garrison: 1. Function: - Special: - CIV CENTER UNITS Melee Infantry: Ceorl (Spear Infantry) Ranged Infantry: [To be decided] Cavalry: [To be decided] CITY Generic Name: Fortress. Specific Name: Burh. Class: Fortress. History: Fortified places called "Burhs" were built across the lands of Alfred the Great during his reign to help guard the land against Viking invaders. Burhs also served as shelter for people from nearby farms or villages during raids. The common distance between hamlets and a Burh was no more than 20 miles (32 km) away from each other, so that the villagers can quickly flee to safety during times of hostilities. TECHNOLOGIES Infantry: Average. (The Anglo-Saxons were able to field a decent army) Cavalry: Poor. (Battles were primarily fought on foot) Naval: Poor. Siege: Average. Economy: Farming: Good. Mining: Good. Lumbering: Good. Hunting: Good. Land Trade: Poor. (The British Isles was ruled by many kings, each one wanting to rule the other) Naval Trade: Average (The Anglo-Saxons were still able to trade with the Franks and some peaceful Norse traders) Architecture: Poor to Average (Common dwellings were still made out of wooden materials but Christianity helped to bring in architectural styles from across the sea, stone churches and abbeys were constructed) Defences: Poor to Average (Most defense structures were constructed from wooden materials, although old Roman structures that were made of stone, were put to good use, despite of the lack knowledge on how to repair them)
  18. Thank you guys Do test it, I provided the .zip on the first post I'll try to add niektb's suggestions on the next map that I'm working on (By the way, how do I make the decal comply with the terrain height? When I make hills one of the decals that I use (grass_underbush_mediterranean.xml) floats and doesn't adapt to the terrain unlike the decal_stone_medit which adapts to terrain height)
  19. Caesar + Vercingetorix ( of the Gallic Wars) = Fought with or against the Marian Reforms type army (...is a planned feature for part one, but is not yet properly implemented) Current in-game Roman army = Polybian Reforms type army (of the Punic wars) in-game Rome faction heroes are well known Roman figures in the Punic wars This is a common obstacle in games or mods that aim for historicity (Trying to find a way to squeeze in contents from several eras into one game to have a more generalized faction and/or reduce files and workload) A little stroll on Wikipedia landed me into these Gallic figures Autaritus - Leader of the Gallic mercenaries during the First Punic war, also took and active part in the Mercenary war against his former employers at the end of the First Punic war Acichorius, Bolgios and Cerethrius - Companion leaders of Brennus during the sacking of Greece
  20. Edit: [Solved] (Having errors when uploading zip file containing the map) Help, I'm having trouble uploading the map in .zip format
  21. Crossroads (4) A forest map with numerous road junctions. The woodlands are rich in natural resources and is suitable for foraging and hunting. This map was created using the technique that I discussed at, Map overview (Reduced fog level in the map overview screenshot to help visualize the whole map) Screenshots Thanks to niektb, crossroads.zip
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