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Wijitmaker

WFG Retired
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Everything posted by Wijitmaker

  1. City: near Spokane State: Washington Country: USA
  2. Wow thats freaky CheeZy! I guess this is the 'ultimate' smog for the LA valley I hope things calm down soon. Be sure to set out those sprinklers! I have some cousins in the valley, I think I'll email them to get some more inside info!
  3. Whoo hooo thanks Ken! No unfortuanately it didn't have the map. It was all bound up in a hardback book. I'm going to have to look at another library. I dug around for text and found some welsh translations. There isn't a whole lost of surving text besides the names of geographic items, flora, fauna etc... The only recent (current to 400 years ago) languages of celtic origin today are: Irish, Gaelic, Max (the 3 Q-Celtic); Welsh, Breton, Cornish (the 3 P-Celtic). Seeing that Welsh is probably the most availible and is said to have some of the oldest roots here is what I came up with from an online translator: sword (n.) cleddyf (cledd; cleddau) [-au, m.], glaif [gleifiau, m.] swordsman (n.) cleddyfwr [cleddyfwyr, m.] spear (n.) be+r [berau, -i, mf.], cethr [-i, -au, f.], cethren [-nau, f.], gwaywffon [gwaywffyn, f.], pa+r [peri, m.], picell [-au, f.], rhaidd [rheiddiau, m.], saffwy [f.] spear (v.) picellu [picell-], tryferu [tryfer-] taflu [tafl-; 3.s. teifl; 2.s.imp. tafl] (v.) throw, fling, cast, hurl, heave, pelt (cast) Taflu is to throw up or away. (heave) Taflu is heave when you throw something. horseman (n.) marchog [-ion, m.], marchogwr [marchogwyr, m.] chariot (n.) cerbyd [-au, m.] driver (n.) gyriedydd [-ion, m.], gyrrwr (gyrriedydd) [gyrwyr, m.] warrior (n.) rhyfelwr [rhyfelwyr, m.] soldier (n.) milwr [milwyr, m.] war (n.) annhangnefedd [m.], rhyfel [-oedd, mf.] wage war (v.) rhyfela [rhyfel-] war cry (n.) rhyfelgri [-au, -oedd, m.] band (n.) aig (eigiau) [f.], band [-au, -iau, m.], caw [-iau, -au, m.], cengl [-au, f.], mintai [minteioedd, f.], rhwymyn [-nau, m.], seindorf [seindyrf, f.], ysnoden [-ni, f.] Mintai is band in the sense of troop. brave (adj.) dewr [pl. -ion], dywal, glew [pl. -ion], gwrol, terrwyn brave man (n.) arwrwas [arwrweision, m.], dewr [-ion, m.] countryman (n.) gwladwr [gwladwyr, m.] marchog eg(marchogion): knight noble (n.) pendefig [-ion, m.] leader (n.) arweinydd [-ion, m.], blaenor [-iaid, m.], blaenwr [blaenwyr, m.], penaig [m.], tywysydd [-ion, m.] leader of a reform druid (n.) derwydd [-on, m.] hero (n.) arwr [arwyr, m.], arwrwas [arwrweision, m.], dewr [-ion, m.], gwron [-iaid, m.], rhyswr [rhyswyr, m.] sergeant (n.) rhingyll [-iaid, m.] gorau (adj.) best, prime (prime) Gorau is prime as first-rate. "Gorau" is the sup. of "da". worker (n.) gweithiwr [gweithwyr, m.] woman (n.) benyw [-od, f.], dynes [-au, f.], gwraig [gwragedd, f.], merch [-ed, f.] Dynes is the female corresponding to "dyn". Gwraig in every way like "gw+r" but female, so may be wife or woman. Merch (cf. "mab") is also "daughter", but is used for "woman". The word 'gwraig' has only one syllable. gw+r [gwy+r, m.] (n.) man; husband (man) Gw+r has the usual sense of "man", an individual (male) human, in some dialects. "Gw+r" is usually "husband" in the dialects which do not use it for "man", and ambiguous in the others (as is "man" in some dialects of English). "Gw+r" is always male ("gwrywaidd", "gw+r"-like, i.e., "masculine"). codi gwy+r (v.) recruit gw+r bonheddig (n.) gentleman gw+r goludog (n.) plutocrat gw+r gradd [m.] (n.) graduate gw+r gweddw (n.) widower gw+r llys (n.) courtier gw+r mawr (n.) aristocrat gw+r pedwar ugain mlynedd oed (n.) octogenarian gw+r traed (n.) pedestrian gwas gw+r bonheddig (n.) flunkey Gwas gw+r bonheddig is a flunkey that is a liveried servant. gwy+r traed (n.pl.) infantry trader (n.) cyfnewidiwr [cyfnewidwyr, m.] wall (n.) caer [-au, ceyrydd, f.], gwal [-iau, -au, gwelydd, f.], magwyr [-ydd, f.], mur [-iau, m.], pared [parwydydd, m.], parwyden [-nau, f.] partition wall (n.) pared [parwydydd, m.] wall bars (n.) barrau gwal wall (v.) gwalio [gwali-], murio [muri-] rampart (n.) caer [-au, ceyrydd, f.], gwarchglawdd [gwarchgloddiau, m.], gwrthglawdd [gwrthgloddiau, m.], rhagfur [-iau, m.] civil (adj.) cartrefol, dinesig, gwladol dwelling (n.) addef [m.], annedd [anheddau, mf.], preswyl (preswylfod) [m.], preswylfa [preswylfeydd, f.] summer dwelling (n.) hafod [-ydd, f.] winter dwelling (n.) hendref [-i, -ydd, f.] farm (n.) amaethdy [amaethdai, m.], ffarm (fferm) [ffermydd, f.], ffermdy [ffermdai, m.], hafod [-ydd, f.], tyddyn [-nod, -nau, m.] Tyddyn has the implication of a small farm. Field – ffarm cae bach (n.) paddock warehouse (n.) ystordy [ystordai, m.] tower (n.) tw+r [tyrau, m.] dock (n.) brawdle [-oedd, m.], doc [m.?], porthladd [-oedd, m.] Brawdle is dock when it is a judgment seat. Doc is the dock to which you fasten a boat. Porthladd is the dock to which you fasten a boat. barrack (n.) gwersyllty [gwersylltai, m.], lluest [-au, m.], lluesty [lluestai, m.] market (n.) marchnad [-oedd, f.], marchnaty [marchnatai, m.] market house (n.) marchnaty [marchnatai, m.] sacred (adj.) cysegredig [cysegredic- &adj] ground (n.) a+r [m.], daear [-oedd, f.], gwaelod [-ion, m.], llawr [lloriau, m.], pridd [m.], sail [seiliau, f.], tir [-oedd, m.] Daear means earth, both as in "Earth", the planet, and "ground", that on which one has two feet firmly planted some of the time. It is also probably the electrical sink. Gwaelod is the ground that is the bottom of something. Llawr is that which is not "lloft", ground, floor, ground floor, foundation, and not relevant here but also story (storey) and so on. It need not be an indoors thing, a "llawr dyrnu" would be a threshing floor, "llawr gwlad" would be low-lying land (as opposed to hillsides). Pridd is earth or ground as a substance. Sail is the ground on which you base an argument. Tir is that of which the landscape is composed. It is sufficiently close in meaning to "daear" that it makes sense to roll out an old cliche about "tir a daear Cymru". burial ground (n.) claddfa [claddfeydd, f.] place of worship (n.) addoldy [addoldai, m.] secret place (n.) argel [-ion, mf.] fortress (n.) amddiffynfa [amddiffynfeydd, f.], caer [-au, ceyrydd, f.], caerfa [caerfeydd, f.], castell [cestyll, m.]
  4. Well, I found more stuff! Thanks to Ken who refered me to a great arcticle on the Celts in National Geographic. Here is the points I found interesting: Called: Romans - Galli (which is the second term I've found given by the romans) Greeks - Keltoi Germans - Kelten French - Celtes (C with an S sound) Introduced europe into the iron age - first to form tools and weapons out of iron First european industrial revolution / common market / international court Introduced soap to the greeks and romans invented chain male First to shoe horses, shape handsaws, chisels, files, iron rims for wheels The width of 4 feet 8.5 inches which is used to this day (train tracks) was first established by the celts with their chariots. Proto-typed and implimented inovations of the iron plow share, rotory flower mill, wheeled harvester (pre- Cyrus McCormic (sp?)) Established womens' rights, that like Ken says were lost after Arostotle's 'inferiority of women' ideas spread across europe with the advance of the roman empire. lunar calender didn't pay debts because they thought they could repay them in the otherworld fat warriors were fined for being fat tall - unearthed several skelitons over 6 feet tall. (huge compared to those short italians) hung heads on the necks of horses, nailed to houses, and showed them to visitors with pride - embalmed in ceder oil Druids in Gaul gathered every year in Chartres Practiced Human Sacrafice Ritual of a Wickerwork Figure - filled with men (usually criminals and prisoners) - lit it on fire - done it times of plague, famine, invasion = horrified the Romans; ironically who were actively killing people for their entertainment in colluseums (sp?) Boats were so shallow bottomed they could easily navigate up river - inland, almost like barges First to have bronze bits, harness trappings, and shoes for horses Introduced the rest of europe to bracae - breeches ownership of a horse was a sign of nobility Alesia - means rocky hill Counted in 20's - a score Hurrling and Cricket both have Celtic roots as a game.
  5. Topic closed under request by fede.
  6. I don't want anyone to say anything bad about Dimi... If WFG members want to discuss this, please go to the 0ad staff lounge. Thank you Dimi for all the work you put into the project. I'll think of some way to repay your time
  7. Klaas, do you you think that if the Celts had less than 5 known uses of stone fortifications should we represent that in a game as a common usage? Graphically how would you represent Druids in the game? What clothing and what color of clothing... etc. If you have any more tidbits of knowledge let me know! I'm especially looking for a celtic word for a swordsman.
  8. I thought I'd post this today to see if you guys could give me any help on telling me if all of this is correct. It should be all ok, because I got it straight out of Osprey books. If you have something you could add or suggested corrections, I would greatly appreciate it, Thanks! Cruithni – picts (non gaelic) – people of designs Pritani – Briton Veneti – Gaulish seafaring tribe Currach – small hide boat Toiseach (pict), mormaer (Scotland), sebregulus (Orkney), magistrate (gaul) – great steward/King/earl Cinel (Gaelic), Cenedl (Welsh), Sept (Pictish) – Clan Uchelwyr, Daoine Uaisle, - noblemen Druid, Druides - Magi – similar for celtic word for oak - priest, historian, lawyer, judges, teachers, philosophers, poets, composers, musicians, astronomers, prophets, councilors, political advisor, craftsman, blacksmith, sometimes kings and chieftains. – ‘men of art’ Maternal blood line High king was choosen from nobles Teulu – equites – noble cavalry Fianna (irish), Gaesatae (roman term), Cantrefs (Welsh) - band of youth Diabolo instinctu – biabolical marks – tattoo Fian – single youth warrior Black blades, black shields – Crwth – lyre Crech rig – kings raid Dasachtach, miri-cath – berserk, battle madness Bards – cheerleaders, referee – watching the warriors for valor and falure, singer and poet, entrusted with education. Ingentes gladi – giant sword Hasta ingens – enormous lance Scatha – woman warrior teacher Broch – circular stone fort Chleas – feat / martial ability / trick Mac (gaelic), Ap (Welsh), maqq (pict) – prefix meaning ‘son of’ Mormaer (scotland – earl – noble ranking in Scotland Terror gallicus – roman fear of the celts Gaesatae – spearman – spear bearer – typically fought nude Gaesum – large spear Geisii – taboos, sacred rules of conduct Drunemeton – sacred groves Sling and the Bow were not used in battle – not considered a warriors weapon – no honor Helmets and mail armor were rare except to nobles Spear and javelin were common, sword was less common Trimarcisia – fighting from horseback – group of three horsmen Macha – horse Tir na n’Og (Irish), annwn (welsh)– other world Cymry, Cumbri – welsh Combrogi – fellow countryman Sax – large dagger Angon – javelin barbed head Lancea – javelin Gafeluc – celtic javelin Caer – fortified city (welsh) Corio – army Soercheli – owed military service and tribute - irish Airig – nobility - irish Feni – military leadership - irish Filid – irish ‘learned’ - irish Soernemed – ruling families - irish Colors: Yellow/Black – subjects Grey/Brown/Red – nobles Purple/Blue – Kings No more than one color at a time – Slaves Laich – irish warrior Petta – pictish manor Teula – welsh kinship groups Thane, thegn, dregn – military elite, local leader Veneti, Venetic ships – massive, heavy timbers, iron bolts, leather sails, no oars, shallow draught, high sides. Clothing was checkered, speckled, striped, multi-colored, plaid Good farming techniques, actually had enough surplus to export to Rome Good surgery techniques and herbal medicines Strongest millitary in infanty Gauls had a compitant cavalry Britons were skilled in using war chariots Siege practically non-existant - no siege 'machines' Britian had a wealth of mineral resources Britian had above average natural resources No stone walls or towers
  9. Yeah Sud is always the first to appologize... in fact he appologizes for things that aren't even his fault!
  10. I got sick on 'farley fruits' (dehidrated fruit snack)... haven't touched them since.
  11. Osprey has a new book comming out in November. If someone picks it up, tell me if its worth getting or not please http://www.ospreypublishing.com/title_deta...e=S6348&ser=NVG
  12. hey cool, yeah its something to deffinatly look into! BTW you mentioned 'design' of the rpg... how much designing is involved? What we should do is find someone who could program in php from our team our outside the team to make the module. I think Tim is pretty much stretched to the max right now.
  13. What all is involved? This is a text based RPG right? All that is needed is a website? But yeah its all fine with me, as long as WFG staff don't spend all their project time doing text battles
  14. I remember when you first came onto the team Adam, Josef and Sud were so pleased! You think that makes you feel old, I remember when the forums were first set up! Do some of you remember the old ezboard forums? I think they are still up here: http://pub54.ezboard.com/bwildfirestudios74917 do any of you remember these? As sad as it is to see them go, its probably for the best... earasing all the incriminating evidence
  15. Hey welcome to the forums! Show us some samples of your work and I'll see what I can do for you. We could always use help in uv unwrapping and texturing. So, post some screenshots or email me some files jason@0ad.wildfiregames.com Feel free to browse the forums
  16. Our old forums are officially gone http://forums.heavengames.com/wfg/cgi-bin/Ultimate.cgi
  17. Birthday? *gives Tim a big cake with lots of thick chocolate frosting*
  18. Black Op is right: http://www.google.com/search?sourceid=navc...ge+of+Alesia%22 http://www.google.com/search?hl=en&lr=&ie=...2Gallic+Wars%22
  19. 3.1 Environmental Sound Layer • Wind Loops and single-shot gusts (10 to 20 sounds). • Rain Loops with varying intensity (5 to 10 loops). • Single-shot thunder claps varying in pitch, length and intensity (5 to 10 sounds). • Natural Disasters (tbd). • More details below. 3.2 Ambient Sound Layer • Birds o Night Birds (Nightjars, Nighthawk, Owl, Lark, etc) (10-20 sounds). o Daytime Birds (Wren, Seagull, etc) (10-20 sounds). • Random Animals o Dogs, Wolfs, Deer, etc… • More details below. 3.3 Building and Construction • Construction sounds will be generic and dependent on the type of material and structure being built. • Wood construction will consist of hammering and sawing. • Stone construction will consist of picking, hammering (rock), hoisting (straining rope and winding sounds), and rock/stone manipulation (a huge rock being hoisted on top of another). • Metal construction will consist of metallurgy sounds – billows, steam, hammering steel, winding cranks, etc. 3.4 Select Building Each type of building will have a unique sound when selected or scrolled over (and when construction is finished): 3.4.1 Civil Buildings Very similar people-oriented sounds: chatting, shouting, babies crying, etc. • Colony. • House. • Tent. 3.4.2 Agricultural Buildings Farm animal sounds, soil being worked with tools, grain/seeds being thrown, winding of a mill (depending on animation), etc. • Farmstead. • Field. • Orchard. • Corral. • Stables – Similar, but only horse sounds. 3.4.3 Resource Buildings • Lumber Mill - Sawing wood, wood being dropped onto a pile, etc. • Mining Camp/Mining Shaft - Picking, rocks being thrown into a pile, etc. 3.4.4 Market Buildings People shouting, traders haggling, livestock making noise, carts/wagons moving around, bells (?), progress… • Trade Centre. • Caravanserai. 3.4.5 Naval Buildings • Dock – Water, bell (dark reverb), seagulls, etc. • Shipworks – Same as dock, but with occasional hammering and building sounds. 3.4.6 Manufacturing Buildings Similar to metal-working sound, billows, very specific steel-working sounds, steel sharpening (grinding wheel), etc. • Blacksmith. • Armoury. 3.4.7 Defensive Structures Gates will have unique opening/closing sounds, certain selectable buildings (towers, etc) will have specific sound when they are empty or full with units… TBD • Stone Tower. • Stone Gate. 3.4.8 Military Buildings Since the “Barracks” is a universal military-unit creator, it will need to be comprised of all sounds of war – swords, bows, spears, etc. This one will be tricky to get right. • Citadel. • Barracks. 3.4.9 Siege Works Heavy machinery sounds, straining chains/ropes, winding, etc. 3.4.10 Academy TBD. Something “scholarly sounding”? 3.4.11 Temple Perhaps some vocal or awe inspiring sounds? Mystical. 3.5 Resources 3.5.1 Foraging and Gathering 100% foley. These sounds will consist of unstrung audio-tape, leaves in a bag, papers being shuffled, objects being dropped in a container, etc. 3.5.2 Wood, Stone and Gold Axe chopping, tree falling (TBD), pick-axe sounds (hammer hitting cement and various surfaces), etc. 3.5.3 Fishing and Hunting Fishing-Action TBD, hunting will consist of arrows being shot (TBD), animals being hit and dropping (sack of potatoes being hit, objects being dropped on carpeted surface, etc), granary sounds (animals/fish being skinned – onion being peeled, celery and lettuce being ripped apart, wet sponge being hit with a mallet, etc). 3.5.4 Farming and Herding Grain/Meat being dropped in granary (when harvesting is finished), sheep/goat bleats, animal death sounds, cows being slaughtered, etc… Foley tbd. 3.6 Sounds of War 3.6.1 Ground Troops and Cavalry • Various weapon sounds will include axe, sword, spear, javelin, bow, slings, etc. • Horses stampeding, galloping, charging, dying, etc. • “War Cries” will include yelling, grunting, screaming, possibly culture-specific taunts in native language. TBD • Death sounds will be both individual, and accompanied with specific weapons (ie male-death1.wav, sword-death 1.wav, axe-death 3.wav, etc) • Certain units will have specific sounds, such as Noise Makers. 3.6.2 Siege Weapons All siege weapons will have multiple stage sounds: Transportation (various intensities of rolling-loops over terrain), weapon-prepare (grinding and cranking sound of weapon being drawn back and prepared for attack), weapon attack TBD… More details in the unit section. 3.6.3 Destruction (40-50 sounds+) - Explosions occur on multiple levels and will be tailored to specific circumstances; an explosion for each type of siege-weapon firing, for buildings reaching zero hit points, bridges being destroyed, etc. One very important aspect of explosions is appropriate debris sounds – a collapsing metal structure will have a different debris sound than a stone or wood structure. We will also need a few different fire loops with varying levels of intensity. 3.6.4 Naval Battle Multiple ship-transportation sounds, based on size and speed of ship. Naval-specific sounds will include ramming, boarding-ship-to-ship, multiple alarms, and multiple destruction/sinking sounds. Specific attention should be placed on various ramming sounds, based on ship speed, angle, and size. More details in the unit section. 3.6.5 Miscellaneous War Sounds More miscellaneous sounds below. 3.6.6 Menu/Interface Sounds TBD 3.7 Unit sound list: 3.7.1 WORKERS / ENGINEERS / PRIESTS / TRADERS (Note: Econ units and Engineer units will share all ‘clicked on’ voices, unless otherwise mentioned. They will also share random death sounds) 3.7.1.1 Male and Female Workers: Voices when tasked to a job. Depends on civilisation. Clicking and moving. • Going to cut wood. • Going to mine. • Going to farm. • Going to attack. • Going to build. • Going to repair. • Going to fish on boat. • Going to hunt and going to shore fish. Sound of building and repairing (hammering). Sound of chopping wood with an axe. Sound of attacking with weapon. Sound of mining (digging but not with shovel). Sound of gathering (dragging stuff with hands from a place? Dunno). Sound of shorefishing (dropping fishnet? still don’t know how shorefish will be in the game). Sound of hunting (bows and arrows, possibly shared with military bowmen). Sound of fishing on boat (sea sound?). Sound of farming (working the land with a farm tool). Weapon depends on civilisation (bows & arrows, dagger, sword...) and as weapons are different so are sounds, but for size's sake, just use normal military units' sounds for arrows, swords, etc. 3.7.1.2 Civil Engineer and Combat Engineer Voices when tasked to a job. Depends on civilisation. Clicking and moving. SHARED with male worker voices. • Going to attack. • Going to build. • Going to repair. Sound of building roads and bridges (Civil Engineer) may differ from the normal building sound. (Combat Engineer) Sound of capturing a building (maybe a trumpet sound or something). 3.7.1.3 Siege Engineer Voices when tasked to a job. Depends on civilisation. Clicking and moving. SHARED with male worker voices. • Going to attack. • Going to repair. Sound of going to operate land or sea siege equipment (machinery? winding up?). Sound of attacking: He lays a torch on buildings. 3.7.1.4 Helmsman Voices when tasked to a job. Depends on civilisation. Clicking and moving. SHARED with male worker voices. Possibly a new repairing sound for reparations onboard ships (which workers cannot do). 3.7.1.5 Priest/Medic/Druid/Priestess Voices: Priest-only voices for clicking, moving, and healing. Sound of healing; think about it. Sound of dying, as they are not normal units maybe we can use Priest-only sound for dying. (Note) Germanic Priest is a woman, so keep that in mind; also Priestess-only sounds. 3.7.1.6 Traders This depends on the civilisation. Some get camel units, others foot units. Voices would like workers for foot traders and camel buffs for camel traders. New camel dying sound for the other one. 3.7.1.7 Caravaneer Attacking sound: since this unit carries a short sword but it is sheathed (not drawn unless attacked), the sound should be special, like drawing a sword, and then add normal shared sword sounds. 3.7.2 GENERIC MILITARY (Note: Plain military units except armed workers, officers and heroes all share voices when clicked or moved, unless otherwise mentioned. They will also share random death sounds) 3.7.2.1 Standard Bearer Possibly an extra sound, due to the special nature of the unit (such as a flapping cloth sound). 3.7.2.2 Officer/Commander/Hero • Voices: SHARED - Clicking, moving, and going to attack. CUSTOM - Some sounds, for the Formations and Strategy Tab. For example, you click on “Square Formation” and the officer might say some word or maybe military drums/music or something. Details yet to be worked out. • SHARED - Sound of attacking: depends on the unit and its weapon; swords would share with swordsmen swords, spears with spearmen and so on. • Battle cry, like in Empire Earth. Also, it is civilisation or culture specific. That is, 12 battle cries (for twelve civs) or 4 (for four cultures). As for the battle cries, we are not sure what each one would be. 3.7.2.3 Noisemaker Noises: The noisemakers make big noises toward enemies to make them lose morale, so sounds are important here. There would be 4 noises (4 cultures): • Greek/Roman/Macedonian: Trumpets, fanfares. • Carthage/Persian/Parthian: Trumpets (different). • Goths/Huns/Dacians: Horn – Bull horn? • Gauls/Iberians/Britons: Carnyx Horn, Unique sound. http://www.carnyx.musicscotland.com/carnyx.htm http://www.carnyx.musicscotland.com/audio/...est/Fanfare.wav 3.7.2.4 Armed Worker SHARED - Sound of attacking: Depends on civilisation. Romans and Celts: Short sword; Germans: Axe; Middle-East: Bow. 3.7.2.5 Sword Military Units Short swordsman / Broad swordsman / Long swordsman / Heavy swordsman / Fanatic / Roman legionary / Heavy Legionary / Gallic nobleman / Caetratus / Falxman / Huskarl / Falxman • Attack sounds: Maybe 2 or 3 sword sounds are okay. Sounds like clashing, slashing, stabbing, etc. • Possibly - (Additional shield sound) a shield sound for shielded units plays randomly when a unit is involved in an attack. There would be 2 types of shield sounds: wooden and metallic, though wooden would be predominant. 3.7.2.6 Spear Throwing Units Javelineer / Legionary / Light Gaesata / Heavy Gaesata / Numidian Mercenary • Attack sound: Javelin throwing. 3.7.2.7 Spear Melee Units Spearman / Adv Spearman / Elite Spearman / Inmortal / Heavy Phalangist / Hoplite / Spartan Hoplite / Samnite Infantry / Hypaspist / Praetorian • Attack sounds: Spear sounds, about 2, sounds like stabbing, thrusting. • SHARED - (Additional shield sound) Same as swordsmen. 3.7.2.8 Slinger Units Slinger / Advanced Slinger / Rhodian Slinger / Balearic Slinger • Attack sound: sling sound and then shoot pellet. Maybe we could add some ricochet sounds for the pellet impacting wood, stone or iron. 3.7.2.9 Bowman Units Shortbowman / Adv Bowman / Welsh Bowman / Sakae archer / Cappadocian Bowman • Attack sound: a bow straining and shooting an arrow. Also there should be sounds for fire arrows, because some archers have the option of firing them. 3.7.2.10 Cavalry Units Scout / Adv Cavalry / Elite Cavalry / Median Cavalry / Clibinarius Cavalry / Companion / Tarkan / Sarmatian cavalry / Gallic Heavy Cavalry / Numidian Cavalry • Moving – horse hooves trot. • Attack sound: Cavalry units will have either a spear or a sword. So the sounds might be swords and spears mixed with horse background (neighing, snorting). • Special: Maybe a fast gallop sound for the "cavalry charge" special feature. 3.7.3 SPECIAL UNITS (Note: Special Military units share voices with appropriate Generic Military units when clicked or moved, unless otherwise mentioned.) This explains sounds for special units that share little or none of other generic unit’s sounds. 3.7.3.1 War Elephant • Elephant noises for click-select (about 2 sounds). • SHARED - sounds of 2 javelin men shooting from elephant for ranged attack sequence (about 2). • Sounds of angry elephant rampaging and trampling the enemy with tusks and legs for close combat sequence (about 2). • Sound of elephant and men onboard dying - big crash (1 or 2). • Sound of elephant stomping the ground hard for click-move (1 or 2). • Sound of elephant walking furious + voices of men for click-attack order (about 2). 3.7.3.2 Celtic Briton War Chariot • SHARED - with normal cavalry units’ click-selection voices. • Wheels squeaking and horse and men sounds for click-move (2). • SHARED - Sound of man throwing javelin from chariot (1 sound) for long range attack sequence. • SHARED - Sound of spear thrusting (2) for short-range attack sequence. • Sound of chariot being destroyed (wood breaking, horse dying, men scream, crash) (1 or 2 sounds). • Sound for click-attack order, Celtic man/men yelling on horse and chariot background (2 sounds). 3.7.3.3 Celtic Fanatic / German Savage All voices and attack sounds shared with standard military units but with the addition of a war cry for the click-attack order. Something like a scream or mad yell (these two units are quite mad because they both fight nude!) 3.7.3.4 Hun Looter • SHARED - Voices and dying shared with normal horse units. • Attack sounds: This one is special. it needs a couple of sounds of torches: • One for setting buildings, siege weapons and docked ships on fire, like putting a torch on straw and fire spreads (this sound will automatically switch when attacking as stated above). • The other one for fighting against normal units, like a club but with fire (this sound would automatically switch when attacking as stated above). 3.7.3.5 Iberian Lannza • SHARED - Voices and dying shared with normal horse units. • Attack sounds: Similar in every aspect with the Hun Looter but it uses a flaming spear not a torch. It would need two sounds: • SHARED – same one as the Hun Looter for attacking buildings, etc (fire spreading). • Something to do with a heated spear impacting units: hot steel burning flesh. 3.7.3.6 Cavalry Archer Units Horse Archer / Parthian Elite / Hun Raider • SHARED - Voices and dying shared with normal horse units. • Attack sounds: a mix of a bow sound with horse background (gallop, snores, etc). 3.7.3.7 German Axeman • Voices and dying SHARED with standard military foot units. • Attack sounds: A couple of axe clashing sounds would be needed, maybe with some addition of grunts (because the axeman guy looks like a wrestler). 3.7.3.8 German Marauder / Berserk • Voices and dying SHARED with standard military foot units. • Attack sounds: Two axes clashing fast and ferociously (1 or 2 sounds). 3.7.3.9 Goth Clubman • Voices and dying SHARED with standard military foot units. • Attack sounds: A couple of sounds of a wooden club. 3.7.3.10 Persian Scythed Chariot • SHARED - with normal cavalry units’ click-selection voices. • SHARED - wheels squeaking and horse and men sounds for click-move (2). • SHARED - Sound of man throwing javelin from chariot (1 sound) for long range attack sequence. • SHARED - Sound of spear thrusting (2) for short-range attack sequence. • SHARED - Sound of chariot being destroyed (wood breaking, horse dying, men scream, crash) (1 or 2 sounds). • Sound for click-attack order, Persian man/men yelling on horse and chariot background (2 sounds). • Sounds of blades in the wheels when hitting enemies (1 or 2 sounds). 3.8 Siege Weapons (Note: Very rough list) Catapult moving. Catapult being destroyed. Catapult being selected. Possibly mixed with voices of Siege Engineers. Catapult shooting. Catapult reloading (sounds of stringing ropes and similar). Siege Tower being selected. Possibly shared with Catapult. Siege Tower being destroyed. Possibly shared with Catapult. Siege Tower moving with wheels. Possibly shared with Catapult. Siege Tower being shot with arrows (arrows hitting wood). Siege Tower moving ramp or something (when it is connected to a wall). Scorpion/Ballista shooting bolt. Scorpion/Ballista being selected. Possibly shared with Catapult. Scorpion/Ballista being destroyed. Possibly shared with Catapult. Scorpion/Ballista moving - Don’t know if it will even roll, possibly pack and unpack. Scorpion/Ballista reloading. Possibly shared with Catapult. Battering Ram selection. Possibly shared. Battering Ram ramming (Depends on rammed material: wood or stone). Battering Ram being destroyed. Possibly shared with Catapult. Battering Ram moving (Men inside pushing). Siege equipment being packed for transportation. Possibly without sound, I don’t know. Siege equipment being unpacked for deployment on field. Catapult stone hitting wood. Catapult stone hitting stone. Catapult stone hitting water. Scorpion/Ballista bolt hitting wood. Scorpion/Ballista bolt hitting stone. Scorpion/Ballista bolt hitting water. Fire explosions for burning projectiles. Fire spreading sounds. 3.9 Ships (NOTE: Another area we are a bit unsure of because ships are quite different from those in other games. Ships are pieces of terrain and you can select the units on them.) Ship breaking and sinking (1 or 2). Ship moving with sails. Ship moving with oars. Ship moving with sails and oars. Ship explosions with water splashes (?). Ship wood impacts. Ship standing on sea (the typical sounds of wood creeks, the waves, etc). Ship single alarm. 1 blast of a conch. Ship double alarm. 2 blasts. Ship triple alarm. 3 blasts. Fishing boat fishing sounds (net, etc). Ship ramming, big crash. Ship being rammed, wood crush. Ship in ramming attack speed, like the drum sounds in Ben Hur Alarm when being boarded. Boarding sound(s), ship being attached to enemy ship, something like that. Boat bells and other sounds. Different sounds (maybe drums or something) could be used in the various ship manoeuvres, although I am not sure if that would be too many sounds, even if it enhances the game’s coolness. 3.10 Environmental Sounds Sea: Gulls, waves, splashes, waves cracking the rocky coast (when it is rock). Woods: Owls, leaves in the wind, birds and other animals. Fields: Wind, crickets, other insects. Marsh: Frogs, mosquitoes, etc River: Water running, waterfalls (when there is one), splashes. Mountain: Heavy wind, rocks. City: Crowd, horses, market sounds, troop columns moving around, etc. Farmlands: Rooster, farm animals, dog barking, crops winding, etc. Weather: Light rain, heavy rain, snow (then no sound ), heavy wind, thunders, sand storms, etc. Climatic stages. Spring: Birds, leaves. Summer: Crickets, louder birds, leaves. Fall: Rain, leaves. Winter: Heavy wind, wolves, heavy rain. 3.11 Fauna Bears, wolves, owls, various bird types, deer, boar, dogs, cows, pigs, chicken, whale, dolphin, horse, goat, musk ox, sheep, elephant, lion, tiger, dragon (editor), polar bear, donkey, crocodile, camel, etc. Many of these animals will be available exclusively from the editor. Many will have to be discarded. Animals require sounds for standing and being selected, and for dying. Some require attack sounds too, like lion, bear, etc. 3.12 Miscellaneous Sounds Step on grass. Step on stone. Step on dirt. Step on water. Step on mud. Step on snow. Various bells and alarms for interface and other things. Sword clashing 1. Sword clashing 2. Sword clashing 3. Spear thrusting 1. Spear thrusting 2. Spear thrusting 3. Bow shooting 1. Bow shooting 2. Arrow flying 1. Arrow flying 2. Arrow flying 3. Multi-arrow 1. Multi-arrow 2. Flaming arrow flying 1. Flaming arrow flying 2. Explosion/crumble 1. Explosion/crumble 2. Explosion/crumble 3. Flag flapping. Dying foot unit 1. Dying foot unit 2. Dying foot unit 3. Dying foot unit 4. Dying cavalry unit 1. Dying cavalry unit 2. Dying cavalry unit 3. Fire 1. Fire 2. Fire spreading. Military unit grunt 1. Military unit grunt 2. Horse grunt 1. Horse grunt 2. Horse whine. Horse hoofs. Horse gallop. Horse breath. Garrisoning sound. Worker/Trade unit created sound. Military foot unit created sound. Cavalry unit created. Priest created. Unit upgraded in Armoury sound. Hero joined your army sound. Tech researched sound. Unit under attack alarm sound. City/Village under attack sound. Hero is dead, advise sound. Morale failure, sound. Morale boost, sound. Water splashes 1. Water splashes 2. Water splashes 3. Ally call to location sound. No resources notification. Victory notification. Defeat notification. New mission objectives sound. Unit/building turns into your side, sound. Gate opens. Gate closes. Cracks on the wall when under siege. Menu selections, interface sounds, diplomacy, tributes, etc.
  20. IMPLEMENTATION 2.1 SOUND EFFECTS ENGINE The DirectSound API from DirectX8+ will be used for all sound effects in 0AD. Positional audio will be accomplished solely by pan, volume, and cross-fading. There should never be more than (8) unique sound effects playing at once, not including dialogue. Mixing will be done via an external text file from which sound levels, pan, and other variables will be extracted by the engine. 2.2 Generic Components 2.2.1 Layer 0 An ambient sound effect layer. As the player passes over certain terrain types on the map, that terrain type’s ambient sound loop begins to play. As the player passes over a second terrain type, the first ambient track gently fades out while the second fades in. There can be no more than two ambient sound effects cross-fading into one another at a time. 2.2.2 Layer 1 Ambient sounds generated from terrain and buildings, which play only occasionally, and are randomly selected. Terrain played here is separate from the terrain played in Layer 0, which is a more of a “global” sound. Here, the sound played is more specific and complementary to the ambient terrain track being played in Layer 0. 2.2.3 Layer 2 Civilian, animal, monster, and all combat-related sounds are played here, including disaster sounds, user interface sounds, and so on. 2.2.4 Layer 3 All narration and in-game dialogue for all characters. Narration may be provided at the beginning and end of campaigns and/or missions; in-game dialogue is heard by moving the mouse over an on-screen character and clicking on it.
  21. This is hillarious, I found the link on HG"s news. I think all of you are old enough to appreciate it http://www.egmmag.com/article2/0,4364,1338767,00.asp
  22. Wow cool! Next time I'm in Nashville I'll have to check it out They should try to add some of that color to it like you had in your pictures Mythos.
  23. Another great assessment! One thing that irked me the most about AoK was the sharing of graphics between civs. Especially when the image didn't fit the civ at all. I would have liked to see more unique graphics on a per civ basis. I also hate to say it, but I didn't really care for the mindless repitition of the upgrading of things all the time. For instance, why couldn't the swordsman just all upgrade when you went to the next age? Instead of making you go back the barracks and click that button. Sorry I'm a big fan of the less econ/tech management the better... I would rather manage war. Pathfinding was a bit buggy like you say, but overall not to bad. I also wish the AI would have played water maps better. Thats all the negatives I can think of right now One of the best in the genre though! Its hard to find faults.
  24. I don't think your getting what I'm talking about, so I'll talk with you about it next time I see you on MSN
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