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Implementing forces in Unit Motion
Lopess replied to Atrik's topic in Game Development & Technical Discussion
When I saw this, it raised a real question for me! -
What I would like to say is that I think the Warring States would fit the campaign mode for China at that time (they have different general leaders and units, but basically follow the Han structures), since apart from special units, leaders, etc., I don't think there would be many differences from the Han for a separate civ with new structures and units, though of course I could be wrong.
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@Perzival12Try it now https://github.com/0ADMods/civ_grid
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The link doesn’t seem to exist.
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The Kushan Empire was a separate entity, more closely linked to India, and was essentially considered the leading power in Central and South Asia during its peak.
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I don't quite understand what you mean, but yes, Qin Shi Huang unified China. Basically, the states mentioned were the strongest among the many vassal states of the Zhou dynasty. Essentially, the Zhou dynasty was a unified dynasty with supreme power in China, but the nobles were granted titles and land, forming their own territories, which later became vassal states. Nominally, they were loyal to the Zhou king, but gradually, central power weakened, and the vassal states grew stronger and conquered each other – that was the Warring States period. The names above are five of the seven most powerful vassal states.
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KcindyHam joined the community
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Interesting, but I imagine they'll do something like Civs Perhaps for a campaign mode? I might be wrong, but isn't Qin the same person who unified China just before the Han dynasty? its maximum strength is a bit later than the year 100. That wouldn't be a problem for us, we already have pre-existing conditions.
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Great, I feel that the Warring States period states of China such as Qin (秦), Chu (楚), Qi (齊), Zhao (趙), and Wei (魏) would be good choices; it was a very interesting period. Also, the Kushan Empire is also great, but the timeframe in which this power reached its maximum strength is a bit later than the year 100.
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Implementing forces in Unit Motion
Atrik replied to Atrik's topic in Game Development & Technical Discussion
Noted but for the videos, the unit template parameters are for the "demo". The balancing of it all will be a task on it's own , my focus at the moment is to put the features out there as most of them would be optional (so disabled/absent from unit motion). It could be possible with not too much work on the code side, now that a lot of the structure is already there. But it also require a proper animation, else would look too weird. So that's for another time.. You can note that the boat receiving the blow in the video almost seems animated here but really it's just "hacked" with some rolling motion. -
Las estruturas Nabateas
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They are supposed to be the skiritai camp in p1, and the perioikoi town in p2. Basically where you can train "allies"
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What are them, exactly?
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Buenos días o tardes: -Muchas gracias por su crítica. La incorporación de nuevas culturas sigue creciendo ¿Hay alguna civilización/cultura que le gustaría ver integrada? El periodo del mod abarca del 500 a.C-100 d.C Disculpen las molestias*
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https://github.com/0ADMods/civ_grid Download and test it; the region filter will only work if the civs have the following information in their civ.json file:
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Implementing forces in Unit Motion
Emacz replied to Atrik's topic in Game Development & Technical Discussion
templates for mods too! -
Should be an ez fix
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Implementing forces in Unit Motion
Thalatta replied to Atrik's topic in Game Development & Technical Discussion
Indeed it looks good, although infantry seems to be moved less than it should on the first video, and the ship way more than it should. I’d reduce the "mass" of infantry (I guess it’s not really possible to throw some to the ground or send someone flying from time to time? :P), and increase it quite a lot for the ship, along with greatly increasing the "dampening" effect of water. Ships getting cramped and not able to break off was a thing, and a weakness for ramming ships, which needed some space to accelerate for ramming, and didn’t transport a lot of soldiers not to be slow, making them vulnerable to boarding in those situations. -
Newbie Questions - I can't beat Easy AI as Romans
Thalatta replied to Satevis's topic in Gameplay Discussion
Press C while attacking (I agree there should be a more intuitive way). I have no problem beating very hard AI and I never batch produce (only because I haven't played enough matches to get used to it, as I understand it, it gives some advantage). -
If you want to be historically accurate (as the mod claims), don't use flags, banners, standards, etc for the Ancient Greeks.
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That's a question, I'm sure you'll be able to guide me, I managed to create a good part of the code with the help of AI (I'm not a great programmer, professionally I can say that I deliberately deviated from that purpose) Is there any rule regarding this? I think my code should be reviewed more closely.
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It's up to me to know what they are.
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That was my point. I agree that different maps increase complexity.
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Implementing forces in Unit Motion
wowgetoffyourcellphone replied to Atrik's topic in Game Development & Technical Discussion
That ship one is sick. -
Ugh, plz add to base game.
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