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Even though I love archaeology, we shouldn't treat it as the ultimate source of truth. Absence of evidence is not evidence of absence. For one thing, very few Iron Age graves have been discovered in Ireland, and what we do find inside is always subject to bias. We find bows and arrows in Celtic princely graves in Central Europe, but these are hunting weapons; objectively, we shouldn't interpret them as weapons of war. The reason I support the Gauls having archers and not the Britons is simply because we have historical accounts of archers deployed in the battlefield for the Gauls. There is no such account for the Britons for our time period.
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Though history is of course full of such violence (I don't insist on that "pregnant" feature, but raiding civilians/women is harsh enough), maybe another interesting feature (both from gameplay and historical accuracy perspective) could be the option to capture/enslave civilians (less "harsh" maybe, but only slightly) (and nvm you usually already have enough civilians mid-game).
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Implementing forces in Unit Motion (HELP WANTED)
Thalatta replied to Atrik's topic in Game Development & Technical Discussion
I'm using the latest b53b24adc2 now. I think an issue now is that they are really stubborn to turn , and that can block paths or cause them to be dragged sideways somewhat easily (see the 1v1 after 0:15): video.mp4 I guess some turning would be more realistic than being pushed sideways like that, imagining it's on their own accord, which makes me think if there shouldn't be a difference between how enemy and own units react. -
0 A.D. Social Media Accounts (We need you!)
scr0llbaer replied to Sundiata's topic in Announcements / News
Maybe an explicit IRC-channel then? Like #0ad-bridged - so the devs who want can opt in. That's true, I guess almost everyone who uses Linux has seen that 0 A.D. thing at the top of package lists. But can't be good just because of that, can it? Still it took me years to actually try it. - Today
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LEGAL WAIVER: Please read this before contributing
marga_ replied to Jeru's topic in Art Development
I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license. -
I'm a 3d general Artist, I have experience with 3D modelling, UV unwrap, hight-poly/low-poly asset, and I know how to use Krita/Photoshop
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Implementing forces in Unit Motion (HELP WANTED)
Atrik replied to Atrik's topic in Game Development & Technical Discussion
Yes they are. Well for the most part. There is also soft push gradient (not really the hitbox, but like a softer wider hitbox) and also some logic that tries to push if two bodies already overlap. -
Implementing forces in Unit Motion (HELP WANTED)
Atrik replied to Atrik's topic in Game Development & Technical Discussion
Can't tell in from the picture, but it's also very possible that the elephant here was stuck at this angle due to the ones pushing on it's butt... But this should happen less often, and elephants should be able to unstuck themselves sooner now. You can also enable "UnitMotion" in dev overlay to display the path, this can help figuring if it's actually a pathfinder weirdness or a bug. -
Implementing forces in Unit Motion (HELP WANTED)
Atrik replied to Atrik's topic in Game Development & Technical Discussion
@guerringuerrin I was about to post when I realized you posted . Nevermind I'll keep mine as I wrote it initially. And make some reply to yours after. ------------------------ Unless... Screencast from 2026-10-01 13-50-02(2).webm x20 speed, no orders but 2 step rally point. For nerds, what changed (main changes) : Contact slides, solids slide along each other in the direction they want to go. This fix solids getting stuck on chock-point. Solid are only sensible to soft push if they actually have room to be pushed to. This makes groups of solid expand outward and prevent wiggles because now they only push in one direction. Minimal cost, just coarse grid check. Note : Also this idea is a bit of the same than pressure for non-solids. Excepted pressure wouldn't work for solids because their shape is different, and the pushing is different too, so its barely more costly, but works very well for solids. Improved contact logic so also actually even less overlapping on choke-points. Ok but now, the question is... Will @guerringuerrin manage to get some elephants stuck this time? -
Yes, it could be what you say, and it might be related to a (bad) pathfinding issue. In this latest video of the stationary elephant, I think you can see a clear path that the elephant could take (orange arrow) instead of trying to join the path line that all the others are using. And since it never manages to get into position, it looks like it just stays still. I understand what you mean and, to some extent, I agree. So far, my intention with these testruns has been to force situations that may not be common in everyday gameplay but are still possible (such as a group of 24 elephants). I'll now start testing more "expected" situations, mixing elephants with infantry. We could also test MP in the next few days. I haven't tried to coordinate because I've been short on time, but we'll find an opportunity. Regarding the forces exerted by the elephant's hitbox, are they the same from the front and the sides, and while turning versus moving straight? For example, in this screenshot from the fourth video (at around 0:30), one elephant fails to reach its waypoint and ends up blocking a huge group behind it. You'd expect the combined force of all those elephants to overcome the resistance of one or two elephants blocking the way. I imagine accumulating forces is complex and could lead to less predictable results. That's why I was wondering whether the side edges of the hitbox could have lower force/resistance, allowing an elephant crossing the path of one coming from the front to be pushed aside. Maybe this is very complex to implement; I'm just throwing the idea out there. Maybe it's simply a matter of improving the pathfinding. Overall, my opinion of this PR is very positive, especially the new infantry and cavalry behavior. I think elephants (or units with the "solid" property) still need some tuning. Since these properties are optional, the PR can be merged as is, but I think fine-tuning them would be valuable to provide good baseline conditions, as we've already seen with infantry/cavalry.
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There are also mentions of bows and armor which IIRC are not really found in iron age Ireland. I suppose chariots without scythes could still be included since there seems to be some evidence (even without finds of a whole chariot) .
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"Primitive man" is not a nice name (these pejorative terms when referring to peoples and cultures are quite outdated in academia). Is this a Yayoi? That term is also used for the people and culture, not just the period. It would also be more indicative of who that person is supposed to be. One comment on Reddit summarises the situation quite well: "Besides the issue of racism and colonialism, it is a term that is so vague as to be useless".
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The lack of culture and religion, a loyalty or morale systems, and separating priests from healers are things that have been floated around, and I agree with those, in fact I thought I already posted it in my suggestions, but just checked and it's coming in the next batch, along with a rethinking of how Markets work, which right now it's just a copy of AoE and I think it's a pretty uninteresting system.
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Gameplay Feature: Battalions and Formations
Nicolaus_von_Kues replied to wowgetoffyourcellphone's topic in Delenda Est
It would be interesting if the unique units could form "cohorts". Each cohort has its own number and generic name. Mostly to distinguish them. And that they can do the merge effect that in Total War (also in Europa Universalis: Rome). The merge effect involves combining cohorts with few soldiers and filling them to the maximum. In Total War, the best mods prioritized slow-paced combat. This allowed for realistic combat and better movement on the map. Mods like Europa Barbarorum, Or also Extended Cultures V. Rise of Fall CAW. "A formation can reach up to 64 soldiers". Here it would be 24. " The formation provides attack and defense bonuses."This should go not only in delenda est "The size of the formation also affects characteristics such as speed, attack, defense, and range".This combines 2 games 1 festure. Rise and Fall CAW and Europe Universalis Rome the Army movement. This proposal is very interesting. -
As Thalatta explained, Irish epic tales were significantly altered by external influences, in this case Christianization and the medieval historical tradition. For one thing, oral tradition is inherently timeless, oral narratives are constantly adapted to the changing realities of society. Consequently, these stories had almost certainly undergone changes before being fixed in writing. Furthermore, when monks committed the tales to writing, they adapted them even further, drawing inspiration from the Bible, the writings of Jordanes and Gregory of Tours, and other sources from their medieval context. Irish tales contain a great many anachronisms and stories that are implausible for a pre-Christian society. It is essential to analyze them with a critical eye and sound methodology in order to extract useful information. In this case, scythed chariots are voluntarily added to further enhance a supposed link between Ireland and the Near East. The Serians represent a conflation of the Syrians and the Seres (of Central Asia).
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Gameplay Feature: Battalions and Formations
Nicolaus_von_Kues replied to wowgetoffyourcellphone's topic in Delenda Est
For some reason it reminds me of that RTS squad game that's futuristic. Starship Troopers They move like squadron-type battalions. -
We have undoubtedly played almost the same games; I even thought about a small simulation of trading places like in Caesar 3 and names for the destinations. This is imperator of Rome game. It reinforces my idea. About Raids: That's what happened with the raids in Stronghold II Crusader; raids would come from outside the map. Let me look for something and see if I can find it. There were random things happening on the maps.
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Hello everyone! I’m back with some new updates on the development of World Rising! The Rivers of Japan map is finally complete, with 100% of its flora now implemented! I’ve also added new terrain relief and integrated the dynamic weather system, including rain and thunderstorms, making the environment feel much more alive and dynamic. In the future, the only major addition planned for this map will be the new animals that are still being developed. I’ve also created several new particles and visual effects. Now, when women pray, a beam of light appears at the temple during the ritual. I’m planning to create something similar for priests, with special visual effects appearing while they heal units. I’ve also updated the resource-gathering accessories used by units and made some changes to the Yayoi merchant. Work has already begun on our second map: the Coast of Japan! I’ve created the first textures and I’m currently working on the vegetation for this new biome. I’ll be sharing the first screenshots very soon! The Yayoi culture also continues to grow, with more technologies and new buildings being added and tested. Development continues step by step, with new content, visual improvements, and gameplay systems gradually coming together to make World Rising more complete and unique. Thank you to everyone who continues to follow the project! Leave your comments, share your thoughts, and keep participating in the development! More updates are coming soon!
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My problem with 0 AD is troop control and the behavior of unitAI.js It is literally a colossus of code and a Gordian knot. Many fear that the controls will make it less of an authentic RTS like the classics, but it is necessary to improve the control and behavior of the troops. Age of mythology feels better without having something so complex. Another idea I have is that priests can regenerate loyalty points upon capture. Priests are part of the identity and folklore of cultures; they tell myths and explain the will of the gods to their devotees. I think the game could have variations of the traditional game without becoming a mod.
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Implementing forces in Unit Motion (HELP WANTED)
Thalatta replied to Atrik's topic in Game Development & Technical Discussion
Maybe it would be nice to have some custom scenario with all put in place to test everything (elephants going around tight spaces, them and cavalry charging infantry, ship collisions, etc), while knowing what the idea for each should be. Then we can compare different implementations in many particular situations. -
Implementing forces in Unit Motion (HELP WANTED)
Atrik replied to Atrik's topic in Game Development & Technical Discussion
@real_tabasco_sauce there is nothing that force elephants or boats to be "solids". Above you have videos of cavalry charging some civilians, you can see it's still doing some physics, but if you don't add "solids" to boats and elephants : 1. Their collision area is a circle at its center, so things that hit him and that he hit don't spin him as much as you'll expect have to hit him at center, front and back are ghost parts you can just go through are weaker (elastic) 2. Path-finding don't ignore idle units so they are considered as obstacles -
Implementing forces in Unit Motion (HELP WANTED)
Atrik replied to Atrik's topic in Game Development & Technical Discussion
Well apparently this thread is already about trying to get units that both try to not overlap, and still manage to move around in groups of 50 without too much weird stuff happening...
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