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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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  • Topics

  • Posts

    • In case of the Irish, archeology is perhaps the main source (due do the lack of Roman accounts and medieval epics not being very reliable). Perhaps champion units could be distinguished from clothing, jewelry and occasional horned headdress. EB2 gave some of the Irish cavalry leather armor:   It's not entirely impossible they had leather/cloth armor that did not survive, although i'm not sure they would follow the same Gaulish style with shoulderpads (the leather armor of the Gauls seem to have been inspired by Greek examples).
    • That’s why it’s good to have more people doing the testing. There are a thousand ways to break your work haha. Just kidding, it’s great that @Thalatta managed to compile it and test it.  Alright, I’ll do some testing of my own tonight with this. Great work!
    • They do! @Thalatta is just master trickster here!  Joking, but maybe we can increase the SolidPushSpin as explained above. I had this parameter added before doing the "push only if we have room to push", so maybe a higher value now will still results in still acceptable level of wiggles.
    • I like this behavior much more than what could be seen in my videos from the previous commit. I'm not sure to what extent it will be possible (or desirable) to make the behavior more realistic, but getting them to rotate a little when they are pushed would be really good, as it would make the behavior more realistic and, in many cases, could help open up paths for them to move through more quickly.  But, in fact, I think this result is quite acceptable. And what I like most about this new patch is that the elephants entering the narrow path looks much smoother and more natural. They’re still clumsy and slow, which is fitting for something so large and heavy. But the movement flows much better than in the previous version, which felt stiff and a bit “dumb” 
    • Well here you are trying hard to make the geometry show it's limits  In the first example, a rectangle pushing another one against the wall is kinda expected to do this slide. In the second example on open terrain, I see you manually try to aim for the elephant's center, despite it trying to rotate!!  But you can actually try to tweak values even without recompiling : in `pathfinder.xml` you have the parameter `SolidPushSpin`, which makes the circle pushing/soft pushing impact more or less units spins. Currently it's low (0.25), if you increase it, your elephants will spin faster in that case, but this also means elephants moving shoulder to shoulder might also wiggle a bit more.  
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