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  2. There was a guy named Enkeli who knew how to do that for AOE II. https://www.indiegogo.com/es/projects/enkelikuoleman/rise-of-kings-medieval-warfare He knows how to convert 3D models to Sprite models.
  3. I see. I wonder if increasing on-center repulsion range (to leave free self-alignment rotation) could have been a way out of that. Btw, I noticed that in your code you mention "a circular body is always struck through its centre", I guess this is some non-physical simplification since you might care more about just rotating elongated objects?
  4. If you've ever played with the militia in AoE III, you'll know that they're only there to raise a defense army very quickly and they die easily. It's the same here. https://ageofempires.fandom.com/wiki/Militiaman
  5. Today
  6. not sure if it is finished or ready, but it might be a good idea to implement some way for animations to play depending on motion at the time of death.
  7. But right now a collision is only detected once for a pair. I imagine this idea would require to do two. I did a quick attempt for ellipse. It wasn't going in the right direction so I dropped it. Thinking about it I think I can explain why it's a bad idea : ellipses are too good to tile up a given space regardless of if the shapes are aligned or not, creating interlocking patterns. A drawing not at all accurate but to give the idea : For the same area, the ellipses can compress easier regardless of orientation. Whereas the rectangles force a spacing. And there corner impacts actually helps keep it that way. Really? Where can I get it?
  8. if you have a handle on if a unit dies while experiencing force (ie elephant strike or siege weapon), I wonder if one of @Alexandermb's new infantry death animations could be used. There is one where the unit gets knocked backwards off its feet, could be very cinematic.
  9. I don't know if it's already been posted, but you can listen to the audio in English. The platform here doesn't offer that option. https://vt.tiktok.com/ZSbfNLmvn/ I uploaded a small part of the video to TikTok.
  10. By the way, I think this one is in the mod but only with green feathers from the wings to the wings; there is another version of this bird with yellow plumage. https://en.wikipedia.org/wiki/Scarlet_macaw I don't know if @Lopess can confirm.
  11. Hi 0AD community, I'm making a game engine under Creative Commons. With permission, I'd like to use graphics from 0AD. My game uses 2D sprite sheets. I'm no artist, but I'm willing to pay for a detailed tutorial on how to convert from 3D assets to 2D sprite sheets. I'd also like to be able to export the shadows cast by the the objects onto the ground plane. Any takers? Boston https://bbrooks193.blogspot.com/2021/12/maths-game.html
  12. I thought the defender is that one who's movement gets influenced by the attacker. So when two units collide they are both on the same time attacker and defender, depending on which movement is calculated.
  13. I don't know if they'll be in any mod.
  14. Since those wouldn't really solve sliding against a wall, what about ellipses? The equation is not that much more complicated than for circles (which are a particular case of them), but maybe many things have to be changed...
  15. Well the shape is taken from what already existed in templates, and they can only be rectangles or circles (not related to 'solids' and non-'solids', here it's just the 'footprint' => exactly like buildings, they can be either rectangles or circles). Also the rectangle is better for code simplicity. Also "attacker" in this case is a bit vague because it means fastest unit of the two who collide i guess. But that would make things super complicated
  16. https://en.wikipedia.org/wiki/Aridoamerica Aridoamerica
  17. What if it used other geometric shapes, like a triangle e.g.? Or maybe even different shapes for the "attacker" and the "defender"? Like a triangle elephant pushing a rectangular elephant, the later would turn out of the way faster?
  18. The other important thing about another post is getting rid of surplus units. The units could also return to normal civilian status.
  19. Regarding "construction of 100-traders long "lines" of caravans", "just looks bad": totally agree, and have proposed solutions a couple of times. Regarding "markets now generate income at a fixed rate": I was thinking about it to emulate "local trade". The "logarithmic" idea is interesting, quite different from what I was in principle thinking for a new system, while I don't agree much with "garrison workers in your markets to leverage full efficiency", it seems a waste of units.
  20. There was an idea of selling slaves, but there was never one of selling ships or units. Except for donating units
  21. I think these ideas need to be followed up and then develop the idea in depth.
  22. I think Delenda Est has slaves and capturing them, though I don’t know how that works. I also added a slave unit to HC, basically just randomized unit models using the phenotype system.
  23. I always take the time to read comments. That helps me then to comment here and brainstorm ideas and strategies. Many people, for example, might like to add a small city builder mode. I got here through the Google search engine. I came across images like these, armies in formation; I looked at this and it reminded me of Praetorians. The visual similarity of the images thrilled me.
  24. You have to move slowly, gradually appearing in the lists of mods and video games. Platforms like itch.io are very interesting.
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