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  2. wzyas

    Mod request.

    It's not about the game play for you. It's a kind of realism. If you were running a empire or a company you expect people can do some things on their own. Like If you tell your scout to go wild he goes will. He does not need you to tell him where to go next all the time. I mean real world people don't need a lot of commands like that. This is useful to play against the computer. You put some units to walk around and find his secret base or hidden units.
  3. основанием для вызова специалиста является неспособность человека самостоятельно выйти из состояния непрерывного употребления алкоголя и наличие признаков абстиненции. Получить дополнительные сведения - наркология вывод из запоя сочи
  4. основанием для вызова специалиста является неспособность человека самостоятельно выйти из состояния непрерывного употребления алкоголя и наличие признаков абстиненции. Подробнее можно узнать тут - вывод из запоя клиника сочи
  5. Вывод запоя нужен не только при тяжелых симптомах. Основанием для обращения может быть продолжительный прием спиртного, выраженное похмелья, ломки, тремор, тревога, рвота, бессонница, снижение давления или, наоборот, высокий скачок давления. Даже если пациент считает, что сможет бросить пить самостоятельно, запой часто приводит к интоксикации этанола, обезвоживанию и нарушению работы внутренних органов. Получить дополнительную информацию - вывод из запоя на дому сочи
  6. Наркологическая помощь проводится на дому, амбулаторно, в клинике и в стационаре. Врач-нарколог проводит осмотр пациента, анализ жалоб, уточняет стаж алкогольной зависимости, наличие хронического заболевания, ограничения, признаки психических расстройств, особенности поведения и риск осложнений. После диагностики подбирается индивидуальная схема: капельница, препараты, витамины, гепатопротекторы, седативные средства, инфузионная терапия, детоксикация и дальнейшее лечение алкоголизма. Разобраться лучше - вывод из запоя вызов на дом в сочи
  7. Вывод из запоя в Сочи необходим, когда человек не может самостоятельно выйти из состояния непрерывного употребления алкоголя, а самочувствие ухудшается даже после короткого перерыва. Запой опасен для здоровья, нервного системы, печени, сердца, сосудов и психики, поэтому обращаться за медицинской помощью лучше сразу, не дожидаясь недели тяжелого состояния. Изучить вопрос глубже - вывод из запоя на дому круглосуточно сочи
  8. основанием для вызова специалиста является неспособность человека самостоятельно выйти из состояния непрерывного употребления алкоголя и наличие признаков абстиненции. Получить дополнительные сведения - www.domen.ru
  9. При алкогольной интоксикации поведение пациента может стать неадекватным: появляется агрессия, страх, раздражительность, потеря памяти, психозов, галлюцинаций, тревожность, депрессии. В таких случаях врач должен оценить состояние пациента и определить, возможен ли вывод из запоя на дому или необходимо лечение в стационаре. Разобраться лучше - нарколог на дом вывод из запоя сочи
  10. Today
  11. I have had two mods pending for over a month, how long should it take?
  12. Is it my turn to ask (again) for a knock back/down effect? Yes, it is realistic (there's a video around of a woman being flung by a "small" elephant), and indeed it would be nice to have it, even when impacted by a cavalry charge, and certain spear/pike "formations" could reduce/cancel it (ideally from the frontal direction only).
  13. It looks amazing! I think what would be great is if a feature like this had some kind of knock down effect for foot soldiers. That way an elephant could run into units, know them over and deal them damage. The ones who aren't dead will then be able to get back up like the trample effect in Battle For Middle Earth.
  14. Is it possible to integrate knockback and impact effects with units, like being hit by an elephant or struck by a catapult? The Hyrule Conquest mod has this, but it's a fantasy world; do you think it's realistic? (And the units in the mod have animations for being knocked up and falling; if this is implemented, more animations would probably be needed.)
  15. This issue is now tracked in https://gitea.wildfiregames.com/0ad/0ad/issues/8987
  16. This issue is now tracked in https://gitea.wildfiregames.com/0ad/0ad/issues/8987
  17. In case you will want it, these two are against Very Hard Aggressive AI, both playing with the Athenians. In the first one I outcompeted the AI on economy early game right at the beginning, then it seems I stopped paying too much attention to it. For the second one I’m only barely outcompeted in the first couple of minutes (I guess took a few seconds to set my dropsites, resources being far from the CC). I’m not using auto-queue anymore, to get used to how apparently most people play.
  18. Two things. To let engine read your new tag in template (so that no error pops up), you need to edit the schema at the beginning of formation.js. To let the bonus really happen, you need to modify a few js, and you must understand the whole unit AI attack flow.
  19. Yesterday
  20. So, exactly—since I plan to submit this mod for the next release, I’m currently updating it to the development version (I’m using the Alpha 29 dev build via Snap). If you want to test the Alpha 28 version of the mod, you can download (Releases 0.28.0) that older version from GitHub, though it won't include the latest updates.
  21. Yes it does, but in the videos, this opposite force is just not applied as it should, so the effect is less then its supposed to be.
  22. Very cool development! I think the application for eles will have a positive impact on gameplay. Often the damage output for eles ends up being less than it could be due to its path being blocked by own (my skill issues) and enemy units. Maybe its negligible, but do the pikemen in video 2 impart an equal and opposite force to the ele that would slow it down? I could see this as a way to nerf it if people think its too hard to impede eles' movement.
  23. Just downloaded you mod and tried it, it said in the mod.json file it was for 0.29.0, is that right? Then I changed it to 0.28.0, and I clicked start new match, and got this:
  24. Last week
  25. Gotta say I like the inertia in these two videos: https://gitea.wildfiregames.com/0ad/0ad/pulls/8957#issuecomment-140218 Especially the ships slowly drifting before stopping looks so much more natural than the abrupt stop now.
  26. So for the explanation again, we could now plug any force that could contribute to unit motion and we just sum up the vectors. So it's almost free there, when calculating unit motion. Maybe excepted we still have to check for collisions. The rest of what makes the unit motion looks realistic is inertia, which is also just a ""force"" vector that carry unit velocity over the game turns. Calculating the forces themselves is generally making some dot products and sometimes maybe some trigonometry (kept as minimum for angle of impact etc) so also possible to be kept very cheap. For the current demo of the boat we use 1 trig function which seems reasonable.
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