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niektb
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The idea is to give techs and art assets an optional time tag on which it will be auto-researched.

That means they still can be researched manually or even auto-researched if all technological requirements are already met earlier.

The timetag therefore only serves one purpose: The time tag only guides the player through history and still keeps it flexible.

A timetag for techs already might to achieve what we want (at least if no templates, i.e. generalized promotion functionality, are concerned).

The problem here with the roofs can be solved via making the roofs a prop consistently for all buildings (I think Mauryans already do this). Then those props can be switched per actor change on tech research.

Here each building to be changed needs such a tech. In this context I wondered if it is possible to trigger all those techs altogether and I think (e.g. a auto-research if preconditions are met) and I think that's possible and done after proceeding to e.g. city phase in 0 AD already!

We see that even without flow of time exchanging all building roofs with one global tech must be possible.

The flow-of-time would ease our job as props could be exchanged by giving all the different roofs its time tag, but it might well be that this is less accurate than having those roofs auto-researched on technology-dependency is met, if you e.g. researched the wood-tile-construction tech or the guild for architecture or improved timber treatment or whatever (If we knew why they only used straw until a certain period then we could figure such a tech.).

Edited by Radagast.
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Good corral (but with hay roof? => not too much of a problem since I do not like the current texture, I indeed desire a darker hay variant as Le Druide Gaulois points out.)

Didn't know that. I'll desaturate it if you want. It just surprised me that it was hay roof so I took back my celt_struct.

I was wondering why don't you use the brit special unit animations for two handed axemen ?

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Can anyone help me with the original names of several buildings and units?

I'm looking for the native names of all buildings and the translation of the warrior classes (I already have the Huskárl and the Berserkr but need names for basic advanced and elite warriors (e.g. farmer > warrior > chieftain or whatever works)):

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  • 2 weeks later...

Can anyone help me with the original names of several buildings and units?

I'm looking for the native names of all buildings and the translation of the warrior classes (I already have the Huskárl and the Berserkr but need names for basic advanced and elite warriors (e.g. farmer > warrior > chieftain or whatever works)):

Here you can find a digitized dictionary of Old Icelandic, which should serve well for your purposes:

http://lexicon.ff.cuni.cz/texts/oi_zoega_about.html

I managed to find the words in Old Icelandic for "farmer" and "warrior". They are:

"farmer" = "bóndi" (see p. 65: http://lexicon.ff.cuni.cz/png/oi_zoega/b0065.png)

"warrior" = "her-maðr" (see p. 196: http://lexicon.ff.cuni.cz/png/oi_zoega/b0196.png)

"warrior" = "kumbla-smiðr" (literally this means wound-maker, and was a more poetic form of how to refer to a warrior; see p. 251: http://lexicon.ff.cuni.cz/png/oi_zoega/b0251.png)

I couldn't find "chieftain" specifically, but I could find these:

"a local chief or lord" = "hersir" (see p. 196: http://lexicon.ff.cuni.cz/png/oi_zoega/b0196.png)

"chief" or "leader" = "odd-viti" (see p. 318: http://lexicon.ff.cuni.cz/png/oi_zoega/b0318.png)

"warrior-king" = "her-konungr"(see p. 196: http://lexicon.ff.cuni.cz/png/oi_zoega/b0196.png)

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  • 2 weeks later...

Found some interesting references

AOM of course : (Made me think we should rename vikings to norse would be more accurate)

http://aom.heavengames.com/gameinfo/buildings/norse_buildings

This for fortifications references.

http://forums.taleworlds.com/index.php?topic=234681.0

Especially this one (Could also be used for carolingians

vf_jmax-15.jpg

This website might be interesting

http://www.grandmanner.co.uk/Ruined_roman_walls_with_watch_tower--product--251.html

Could be the viking watchtower :

oleg0.jpg

taken from this

http://jrc-1138.blogspot.it/2011_08_01_archive.html

This could inspire trees / ground buildings

http://tasmancave.blogspot.it/2011/05/more-inspiring-viking-terrain.html

Touching+History+Viking+1.JPG

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Found some interesting references

AOM of course : (Made me think we should rename vikings to norse would be more accurate) (1)

http://aom.heavengames.com/gameinfo/buildings/norse_buildings

This for fortifications references. (2)

Could be the viking watchtower : (3)

1. Why? Sweden and Denmark are also vikings... (AoM is not really historically accurate :P)

2. If you look a few pages back, I already had posted a couple of references for a fortress there.

GL001022.jpg?size=67&uid=ca31c2da-e560-4

This is one from the Taleworlds' Topic.

3. My research showed me that Vikings did not use Defense Towers. Hence I removed them and powered up the outposts instead.

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Aren't Normans those Vikings that settled on the mainland and didn't return to where they came from?

I'm not so sure if separating the Normans and Vikings is a good idea. Instead only make them factions of the viking civilization? Anyway, as it stands currently, this would only be a cosmetic change.

I prefer to look at each entitiy/item we create inidividually:

e.g.

- a certain tower => which civilizations did use/construct/adopt it? when did they so?

- a certain axe => which civs did use/create/adopt it? when?

- ...

Those are the tags that we need. The rest we can handle with technologies that are ultra powerful in 0AD and the solution for our culture anomaly we encountered when we tried to set up the too giant 0AD Extended Roadmap.

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Aren't Normans those Vikings that settled on the mainland and didn't return to where they came from?

I'm not so sure if separating the Normans and Vikings is a good idea. Instead only make them factions of the viking civilization? Anyway, as it stands currently, this would only be a cosmetic change.

[...]

Normans were initially Scandinavians that settled on the mainland indeed but they mixed up with the Neighboring French and by the time William the Conqueror went to England the Normans had a completely different culture, different language, different architecture => completely different people. They were not really Vikings.

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1. Why? Sweden and Denmark are also vikings... (AoM is not really historically accurate :P)

Sweden and Denmark were also Norse, too (Norse does not equal Norwegian). IMO it is a much better name than "Viking", because only the folks who went on raids were called "vikings", not the ones who stayed in Scandinavia. Norse is a term that is correct for all pre-christianization Scandinavian peoples, and the name of their language was "Norse" as well.

Edited by Andrettin
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I'll start the blacksmith stated on post #289. Niektb : How can we make the viking house less problematic to place ? Maybe use tents ? For now IA's have huge problems using them correctly. Also we could use the Crannog as an alternate civ center.

Do you want me to replace all viking by norse ?

Edited by stanislas69
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What movie is this ?

The civic center have a size 4x4 we need calculation how space we have to put the props. If you are a Viking what kind stuff put in a palace yard.

################################################################################

I found this one a settlement scheme.

gzpeWDd.png

And this building.

qKwxClO.png

mY6Vnyu.png

Can't we use any of those buildings ?

Edited by stanislas69
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You can rename it to Norse indeed.

It also noticed that the house was too large. I think the easiest way is removing the campfire (but I thought you were working on a new long house?)

The movie is linked a few posts before that post.

The settlement scheme doesn't has much detail so I am not sure if it is usable.

The building in in the later pics dates from 1150. Not really in our timespan.

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The "new" longhouse is for the carolingians :)


Also I noticed in one of your screenshots you used the viking struct for all celts buildings, want me to do that ?

What about the tents ?

The blacksmith ?

Using the smaller house from your screenshot ?

Edited by stanislas69
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I think tents would be too 'mobile' (and not really coherent with the rest of the buildingset). We could however add tents (with house functionality) for scenario designers (scenarios centering the Norse explorations).

You mean this blacksmith?

Viking_Smith_House_by_paganroots.jpg

The building is a bit low IMHO.

Nah, leave the other buildings that are not modeled yet. They're not really fitted to the Viking texture.

My screenshot... (Which one exactly?)

I can design some smaller houses for the Vikings.

Not too small though as they function as a small standalone base (resource dropsite, ranged attack, ability to train units)

What was that Crannog again?

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