-
Posts
2.079 -
Joined
-
Last visited
-
Days Won
90
Everything posted by wackyserious
-
New preview image featuring the new Norse house models designed by Le Druide Gaulois and 3D modeled by Stanislas69
- 680 replies
-
- 1
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
Ah, sorry, I've looked on the OneNote topics, so there was already a planned Rus' faction for part 2.. but they belong to the Late Medieval Period timeframe (1301-1500 A.D.) A bit off topic, I suggest that we divide the mod timeframe again.. 1.) Early Medieval Period https://en.wikipedia.org/wiki/Early_Middle_Ages (Fall of Western Roman Empire - 1000 A.D.) (The dark ages or "What we are currently working with right now.") 2.) High Medieval Period https://en.wikipedia.org/wiki/High_Middle_Ages (1001 - 1300 A.D.) Faction: England (High Medieval) aka "Norman up to Angevin England" Highlights: The Crusades ( First, Second and Third Crusades)Faction: Rus' (High Medieval) aka "Kievan Rus" Highlights: Start of the decline of the Kievan Rus', and culminating to the Mongol invasion of Eastern Europe3.) Late Medieval Period https://en.wikipedia.org/wiki/Late_Middle_Ages (1301 - 1500 A.D.) Faction: England (Late Medieval) aka " England during the three phases of Hundred Years' War" Highlights: Hundred Years' WarFaction: Rus' (Late Medieval) aka "Remnants of the former Kievan Rus'" or "Various Rus duchies, principalities and republics" Highlights: Establishment of various Rus' political factions and the conflicts between these groups, culminating with the dominance of the Grand Principality of Muscovy
- 680 replies
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
Ah, yes, I also agree somehow, that an Eastern-Viking faction is not necessary right now, but we should Introduce the Rus' in part 2.. They were the first victims of the Mongol invasion of Europe, with the lack of unity of the Rus people and the disintegration of the Kievan Rus' the Mongols were able to easily penetrate though Eastern Europe. (Kiev was besieged in 1240) How about a new mercenary unit? Doesn't have to be that strong, maybe the equivalent of an elite swordsman. We can call them something like, Eastern-veterans or Varangians mercenaries and trainable in ships or in the market place? They are the ones who will be wearing lamellars and Eastern influenced clothing.. By the way, are the Swedes during that time really don't look identical to the western and southern ones in terms of clothing and architecture? I believe that the image that Le Druide posted on SPM is a Varangian-Norse or simply, a Rus'..
- 680 replies
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
I think we should create a new faction if we want to see Eastern-looking Vikings in the game. The Varangians or Rus were a group of Norsemen who explored, raided, and later settled in some parts of Eastern Europe, mixing with the local populations. Some of their major town and cities became important trading centers in Eastern Europe. The Rus dominance in the area declined when the Mongols invaded the area. Culture: Rus / Varangians Parent culture: North-Germanic and Eastern-European mix. Political factions: Kievan Rus' and Republic of Novgorod Military units: A mix of Rus/Varangian and local Eastern-European troops Champion unit: Druzhina (https://en.wikipedia.org/wiki/Druzhina) Mostly, Varangians in early period, became a mix of Rus' and local nobles later on. Architecture: Eastern European
- 680 replies
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
Interesting topic to read https://en.wikipedia.org/wiki/North_Sea_Empire
- 680 replies
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
They look more Danish-Norwegian (right now) for me, and I think that it is heading on a good direction. We could make a new civ proposal for the eastern ones (Swedes/Rus) The naming of the two factions would be the problem. Say, Norwegians vs. Irish Danes vs. Anglo-Saxons (Which group attacked the Frankish territories, by the way?) These two groups operated mainly in the Western side of Europe and then, Swedes vs. eastern European factions (with the swedes using a mix of lamellar and chainmail armor and clothing styles which are slightly influenced by eastern European cultures.)
- 680 replies
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
*drools Norse structures.. Someone model them quick! (Please)
- 680 replies
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
Niek, maybe we could replace the role of the house with a new building. A winter camp or simply a Norse/Viking camp. It should act like the Seleucid military colony. We could also transfer the training of battering rams to that building, it can also be built anywhere on the map and units can be trained on that building.
- 680 replies
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
And.... another suggestion.. structure rotation button/hotkey on Atlas ( Like the " [ " and " ] " in-game button/hotkey )
-
Nope, not on the interface, I'm pertaining to the hp indicator on the map/game/world itself, the one that appears when you hover the pointer on an object. (I know that it is already implemented in the UI but IMO, it is not very noticeable in-game.. specially if you are new to the game)
-
A much better approach indeed. Interface enhancement suggestion: a tooltip below or above resource hp that displays the amount of workers in a resource (when hovering over a resource/object)
-
Another minor suggestion.. Prop stone slabs and metal mines with pickaxes on the ground and a handcart with stone bricks / metal ingots when it gets mined for the first time (or lose hp point, i.e. props appear when hp is reduced and will remain there until the resource is depleted. + Unit health and speed: 25/100 health reduces speed (Introduce a wounded/crippled walking animation)
-
New suggestions for the game Destroying (Destroy building command) a structure should give you back 75% of the resources spent on building it.Disable the destroy building command when enemies are near the building (So that scorched earth strategy cannot be abused and exploited by the players)Optional: I think I already suggested this one before? Command destroying a building takes time, drains 20% health per second instead of instantly destroying it. (Percentage might go lower, depending on the size of a building, ex. destroying a house vs. destroying a fortress or CC)Destruction can be negated 1.) If the owner decides to repair it using a unit 2.) If the enemy attempts to capture itI think these 4 things are crucial and can help in balancing the new capture system.
-
Played singleplayer earlier, the AI who first spawns a battering ram easily crushes the other, defending AI tries to capture the ram instead of destroying it. Same with defense buildings, doesn't attack the rams, making defense buildings pretty usesless (Maybe switching the default action to "destroy" instead of "capture" is the right thing as someone mention before) Buildings should be able to put up a little fight againts rams.
-
-
Unit proposal: Shieldmaiden Generic name: ShieldmaidenSpecific name: ???Class: Spear(women)men /or/ Swords(women)men /or/ ChampionCan be trained at houses but takes very long to train.
- 680 replies
-
- 2
-
- millenium a.d.
- vikings
-
(and 1 more)
Tagged with:
-
[Millennium A.D.] Development Report August 2015
wackyserious replied to niektb's topic in Announcements
-
-
Hi, fellow modder here, Are you planning to make a Saxon faction?
-
How do I change the default colors associated with the teams? (Not changing a team color in Atlas but changing the default associated color, like how player 8 is black and player 7 is orange.) Can I change or associate a new color to it?
-
Atlas terrain painting unusable / extreme lag
wackyserious replied to wowgetoffyourcellphone's topic in Bug reports
I'm also experiencing the same issue, never experienced the lag with Alpha 18, only when I switched to SVN. -
Yes, the name semita sounds good for Alpha 19 Hi there Dezzi, the Council of Modders is working on a Norse (or Viking) faction for our Millenium AD mod. You can find the CoM here in the forums or track us via ModDB You can also download the experimental versions of the mod on Github https://github.com/0ADMods/millenniumad
-
Help in Blender 3D
wackyserious replied to wackyserious's topic in Tutorials, references and art help
Also, how do I save a 512x512.png image/copy of the a UV map, like the Norse shield UV .png that you gave me? -
Help in Blender 3D
wackyserious replied to wackyserious's topic in Tutorials, references and art help
The "F" key connects the vertices, I want to create a vertical edge that is connected to the edge above. Like the red ones below, but I want the vertices to be a part or are connected to the edge and not independent vertices. Is there a way to do this? / \ | Wall | Door | Wall | <-- Structure wall ------------------------ | | | | <-- Extruded base