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XIII Century AD


wackyserious
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1 hour ago, benisen11 said:

I could do some modelling in blender. (Buildings and units)
Although I think am weak and may need help with modding regarding models at beginning. I think it would be great learning experience for me.

You can upload them to the forums, and I will give you feedback on them.

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3 hours ago, Stan` said:

image.png.1c10d74e7a336dfadf3f81e496ecf618.png

I've tried using the texture and it's used what ever I could. I think the weapon's texture is ok I guess.
I also thought of cramping more textures into empty spaces but there isn't any room left. Additionally I've modified the shaft itself. I think it looks much better when you compare it to old mesh.

Triangle count : 134

How I imagined it:
image.png.27b76c21f8a299f44d08c20de9284b00.png

Also the mesh can be extended into 2 handed polearm!
Pin on Spears, Pikes & Polearms

> Note : the weapon is out of period's timeline!!  <

Edited by benisen11
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On 03/07/2022 at 11:19 AM, wackyserious said:

WORK IN PROGRESS (Open to suggestions and help)

12-13th Century Castle Simulator

A.K.A (Stronghold in 0ad mod, loljk.)

 

Repository: https://github.com/0ADMods/xiiiad

FXCEaziacAU5jfF?format=jpg&name=4096x409

FWzvsBlaIAAlDCX?format=jpg&name=900x900

FWucsSSagAAhPcl?format=jpg&name=large

STRUCTURES
 

CIVIC CENTER:

  • Village Hall (Village) | Town Hall (Town) | Citadel (City)

BARRACKS:

  • N/A (Village) | Town Barracks (Town) | 1.) City Barracks 2.) Castle Barracks (City)

DOCKS:

  • Village Docks (Village) | Town Docks (Town) | City Docks (City)

FORGE:

  • N/A (Village) | Town Forge (Town) | 1.) Castle Forge (City)

FARM FIELD:

  • Village Farm Field (Village) | N/A (Town) | N/A (City)

FARMSTEAD:

  • Village Farmstead (Village) | N/A (Town) | N/A (City)

HOUSE:

  • Village Dwelling (Village) | Town Dwelling (Town) | City Dwelling (City)

STOREHOUSE:

  • Village Storehouse (Village) | N/A (Town) | N/A (City)

TEMPLE:

  • Chapel (Village) | Church (Town) | 1.) Cathedral 2.) Monastery (City)

MARKETPLACE:

  • N/A (Village) | Town Market (Town) | City Market (City)

 

OTHERS:

  • APOTHECARY
  • HOSPICE *Monastery
  • TAVERN
  • GUILDHOUSE *Town Phase
  • COURTHOUSE *City Phase
  • UNIVERSITY *Monastery

CASTLE STRUCTURES

WALLS

  • Stone Curtain Wall (Hoarding Upgrade) *Town Phase
  • Single Stone Wall (Hoarding Upgrade) *Town Phase
  • Double Stone Wall (Hoarding Upgrade) *City Phase

TOWERS

  • Square Lookout Tower *Town Phase
  • Small Square Tower *Town Phase
  • Large Square Tower *City Phase
  • Great Square Tower *City Phase
  • Round Lookout Tower *Town Phase
  • Small Round Tower *Town Phase
  • Large Round Tower *City Phase
  • Great Round Tower *City Phase

KEEP

  • Small Keep
  • Large Keep
  • Great Keep

UNITS

 

CITIZEN-SOLDIER

  • Serf Spearman (Basic) | Militia Spearman (Advanced) | Sergeant Spearman (Advanced)
  • Serf Archer (Basic) | Militia Archer (Advanced) | Sergeant Archer (Advanced)
  • Serf Crossbowman (Basic) | Militia Crossbowman (Advanced) | Sergeant Crossbowman (Advanced)
  • Mounted Serf (Basic) | Mounted Militia (Advanced) | Mounted Sergeant (Advanced)

CHAMPION

  • Bannerman (1 Bannerman = 1 Fortress) - 1.) Provides military bonus 2.) Can train units
  • Squire (Basic) | Knight (Advanced) | Royal Knight (Advanced)
  • Mounted Squire (Basic) | Mounted Knight (Advanced) | Mounted Royal Knight (Advanced)

MERCENARY

  • Mercenary Spearman (Basic) | Experienced Mercenary Spearman (Advanced) | Veteran Mercenary Spearman (Elite)
  • Mercenary Swordsman (Basic) | Experienced Mercenary Swordsman (Advanced) | Veteran Mercenary Swordsman (Elite)
  • Mercenary Archer (Basic) | Experienced Mercenary Archer (Advanced) | Veteran Mercenary Archer (Elite)
  • Mercenary Crossbowman (Basic) | Experienced Mercenary Crossbowman (Advanced) | Veteran Mercenary Crossbowman (Elite)
  • Mercenary Rider (Basic) | Experienced Mercenary Rider (Advanced) | Veteran Mercenary Rider (Elite)

HEROES

  • Bishop
  • Lord
  • Marshal

 

 


Could it be possible to make walls only destructible by catapults and gate by ram?
This small change would create wonders! We'd have real medieval sieges. And make them waay more usefull.
I think it def fits for this time period.

Furthermore I've made custom siege like maps for my friends in classic 0 AD and then 1000AD mod and we had really alot of fun.
I solved the wall issue by making the fort on hill where the walls couldn't be damaged and it also gave good range boost. All of us had fun and I felt like I was truly besieged because of lack of resources. Yet I still held out for some time.

https://cdn.discordapp.com/attachments/864913360159113246/865274673574051910/screenshot0015.png
https://cdn.discordapp.com/attachments/864913360159113246/865295023393210379/unknown.pnghttps://cdn.discordapp.com/attachments/864913360159113246/865294891616436264/unknown.png


Dudes liked the siege idea so much that we've began making more maps

Troy. You can also see how the walls are on hills so they won't get destroyed by simple infantry.
https://cdn.discordapp.com/attachments/864913360159113246/865317955180953680/unknown.png
https://cdn.discordapp.com/attachments/864913360159113246/865974055693451264/unknown.png
https://cdn.discordapp.com/attachments/864913360159113246/865970342710083614/unknown.png
https://cdn.discordapp.com/attachments/864913360159113246/865968054126510110/unknown.png

gaul fort :
https://cdn.discordapp.com/attachments/864913360159113246/865946465599356948/screenshot0029.pnghttps://cdn.discordapp.com/attachments/864913360159113246/865949016286429214/unknown.png
https://cdn.discordapp.com/attachments/864913360159113246/865949823047827476/unknown.png
https://cdn.discordapp.com/attachments/864913360159113246/865954596019372032/unknown.png


Then It got out of hand! Even more maps! helms deep :
https://i.gyazo.com/thumb/1200/0ffde85ece76e3be242668c72fd5fe1d-jpg.jpghttps://i.gyazo.com/thumb/1200/8e3affe932688fa10272c0758f3751ed-jpg.jpg

persian fort :
https://cdn.discordapp.com/attachments/864913360159113246/866384439877566504/unknown.png

Minas tirith:
https://cdn.discordapp.com/attachments/864913360159113246/866526801306845194/355b73abc25628b3bb44c4a61a11d680.png

I've then incorporated the fort thing into skirmish map. You can see how walls are supported by terrain.
https://cdn.discordapp.com/attachments/864913360159113246/866928419425353738/unknown.png

Paris in 1000ad mod :
https://cdn.discordapp.com/attachments/864913360159113246/866988815242362880/unknown.png
There's even more! But sadly rest was lost :I .
It was really fun.

Edited by benisen11
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1 hour ago, benisen11 said:

Could it be possible to make walls only destructible by catapults and gate by ram?
This small change would create wonders! We'd have real medieval sieges. And make them waay more usefull.
I think it def fits for this time period.

Sure. For all infantry units one needs to add Restricted classes for wall and gates and for siege restricted classes so that it doesn't attack infantry

http://docs.wildfiregames.com/entity-docs/a26.html#component.Attack

@Freagarach Would be nicer if we supported allowed classes rather but I don't think it's possible yet, is it?

 

The warhammer looks good :)

 

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image.png.17d57ef5ff2a4fad09e2cacf32e5fa4e.png
I came up with early simple "diverging" Plan.
I think it should work and I'll be also slowly introducing people to 13th century mod to expand team (I thankfully know many people)
I don't want to rush it and wait for Wackyserious to respond. In mean time I'll be slowly making different armor pieces , shields and weapons.

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although I wanted to make a bigger post of meshes. I came into a problem. I need textures.. (you can see stretched texture from older helmet on new one). Please tell me if you know any open texture websites or straight from Wackyserious.

Am also open to feedback and tips 'n tricks
image.png.589e3dd5066e115e5e2b1f94868343de.png

Edited by benisen11
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6 minutes ago, wowgetoffyourcellphone said:

 

I meant it in way that Norman England comes before them and when that's done then there will be new british isles factions. That's def on me, I should have made it more clear.
Also Yea Welsh.

Don't worry am not calling irish.. english :laugh: That would surely not end up well.

Edited by benisen11
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Just now, benisen11 said:

I meant in in way that Norman England comes before them and that's done then there will be new british isles factions.
Also Yea Welsh.

Don't worry am not calling irish.. english :laugh: That would surely not end up well.

Gotta remember the time period of the mod though. :) By the middle of the 13th century, the Norman conquest was already 200 years past. The English homeland was consolidating nicely by the 13th. Assuming the mod is a "snapshot" of the 13th century and not a "through the ages" mod.

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True. We wouldn't want vikings in 13th.. Actually nevermind there are "vikings" and they are in baltics.


Jokes aside I meant it as more of English aesthetic. And I won't lie I live in east europe and I haven't checked english history in long time that means my knowledge is quite rusty so this will be good time to fix it.

Edited by benisen11
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5 hours ago, benisen11 said:

image.png.17d57ef5ff2a4fad09e2cacf32e5fa4e.png
I came up with early simple "diverging" Plan.
I think it should work and I'll be also slowly introducing people to 13th century mod to expand team (I thankfully know many people)
I don't want to rush it and wait for Wackyserious to respond. In mean time I'll be slowly making different armor pieces , shields and weapons.

Spain is basically Castile, Leon, Aragon, Navarre and Portugal.

 

Castilla_1210.png.884f89a8042e3b49c7cee54a38d95e56.png

Edited by Lion.Kanzen
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14 hours ago, benisen11 said:

Am working on walls, gate, towers and I need textures, maybe few tips and refrence pictures.

For textures you should ideally use the civilization's texture set.

What kind of tips.

14 hours ago, benisen11 said:

Also could it be possible for tower, wall to shoot 2 types of projectiles ? Arrows and stones.

It depends what would be the trigger ? But in general its a bit too complicated to do

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On 20/03/2023 at 9:52 PM, benisen11 said:

image.png.17d57ef5ff2a4fad09e2cacf32e5fa4e.png
I came up with early simple "diverging" Plan.
I think it should work and I'll be also slowly introducing people to 13th century mod to expand team (I thankfully know many people)
I don't want to rush it and wait for Wackyserious to respond. In mean time I'll be slowly making different armor pieces , shields and weapons.

This could be a submod, I really imagined this mod to be a very generic one, something that won't be complicated to update. Thank you very much for taking interest in this mod!

Maybe something like XIII Century AD - Expanded, where there will be nation specific factions and everything else

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7 hours ago, wackyserious said:

This could be a submod, I really imagined this mod to be a very generic one, something that won't be complicated to update. Thank you very much for taking interest in this mod!

Maybe something like XIII Century AD - Expanded, where there will be nation specific factions and everything else

I also tought of making different medieval mod as I invite my friends and create community. Also maybe use your mod as a foundation and placeholders for the big mod.

but right now I could make a Islam world.

:D


Right now am working on walls and I've redone it pretty much.
1 tier: palisade with platforms and towers
2 tier: Basic stone walls + wooden hoardings upgrade
3 tier: strong stone walls + wooden hoardings upgrade + stone upgrade

The walls should be also only damageable by catapults and gate, palisades by ram
to recreate real sieges

and thin walls as special actor for maps.
(ground work + walls)

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