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Implementing forces in Unit Motion (HELP WANTED)
Thalatta replied to Atrik's topic in Game Development & Technical Discussion
I agree with all that @guerringuerrin said. Those tests look really good, and in such tight spaces. @Atrik, since I guess now with inertia units need to accelerate, is heavy cavalry dealing "charge" damage only when at max speed? (I'm not sure if this is what's called "trampling", which wouldn't be the same thing in reality). Because I guess that would be nice, one would need to repeatedly move out and smash for that to be more effective, similarly to how it should really work for ramming ships, although elephants I guess could charge out when mobbed. - Today
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mesm joined the community
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New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Select: Ctrl-left mouse drag on Win11, on MacOS possibly Opt-drag. Fill area: select an entity or a mix and left-click to draw the area. -
[Devlog] Burning Heart (a narrative campaign for 0 A.D.)
Nicolaus_von_Kues replied to lilypoppy's topic in General Discussion
How do I test it?- 14 replies
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Implementing forces in Unit Motion (HELP WANTED)
Atrik replied to Atrik's topic in Game Development & Technical Discussion
If we give them "charge" but with 0 damage it's indeed what that would be. They'll be pushing immobile units a bit better, like current cav and archer elephants. But they cannot push a entire crowd (They would need to be 'solids' for this). -
Implementing forces in Unit Motion (HELP WANTED)
Atrik replied to Atrik's topic in Game Development & Technical Discussion
Thank you so much @guerringuerrin for the deep testing and helping and pushing me for the elephant deadlocks issue!! Together with the balancing of states, I also think we got it to somewhere where they became very nice to play with. What mainly changed in the last commit is that when two elephants push each other, the one that would push the other into wall yield, and let the other one push him. A few other small tweaks for when there are in large group pushing each other too should make deadlocks temporary there too. -
The strategic missile force has become operational. Recording 2026-10-04 233221.mp4
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Perhaps use for short range anti building attack like in Age of Empires 3 At least for regular buildings. For walls and forts undermining with reused villager pickaxe animation might be more accurate (palisades, gates and wooden forts get axe instead). That is if weapon switching is implemented ofc.
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New test on this last commit ee1083529d: The commit before this one had identified that elephant deadlock when trying to pass through narrow passages. Two elephants try to pass through the passage at the same time. They have the same strength and resistance, and neither of them stops pushing: With the latest commit, this no longer happens. They can still take a while to get through sometimes, but they eventually manage to pass. Overall, I think the resolution of these deadlocks has improved significantly: Here I’m sharing the basic test I’ve been repeating with 24 elephants going through a base with narrow paths with micro: And here I’m sharing some other tests simulating a more or less standard army: This first video shows how the infantry units are able to advance without being significantly blocked by the elephants. The positioning of the elephants at the front is intentional. You can see how they block the entrances, yet the infantry is still able to push through them without major issues. Here, you can first see me repositioning my army to achieve an optimal formation. The infantry units flow smoothly through the moving elephants without any issues. Secondly, we can see that I send the army to the other side and move an elephant that was about to block others coming toward the passage from another angle, allowing them to get through quickly. Toward the end of the video, you can see me stop the last elephant moving along the upper line to help the infantry get through quickly. This is an interesting situation: even though the infantry units are faster than the elephant, they still aren’t fast enough to simply move around it, so the elephant ends up blocking their path. The solution is simply to stop the elephant for a few seconds. Another example of the infantry advancing smoothly, even when the elephants get heavily stuck at the various entrances: My overall impression of this latest commit is very positive. The elephants feel heavy to control but still reasonably fluid. I like that they feel heavy. They’re huge and heavy units. (I’d love to see them charging in side by side, swinging their tusks around and sending soldiers flying through the air. A charge-like ability with a cooldown would probably be OP, though. Sorry for the digression. ) Although less frequently, some of them will still get stuck in narrow passages. However, with a bit of practice, it’s easy to identify which ones need to be moved to clear the elephant jam. And honestly, I think it’s fine that this happens. They are large, heavy units that can easily knock down a building. I think it could even be an exploit to have a unit that can quickly flow through narrow paths while pushing enemy units ( while trampling them ) and reach its destination with a single click. It feels like a pretty reasonable drawback: You want to mass elephants and reach the enemy CC? Do a little micro. In fact, the most natural (and fastest) thing to do would be to destroy a few houses and make your way through. The infantry would probably capture some of the barracks, opening up even more space. As for the movement of mixed armies, it really feels and looks great. I forgot to include a video with cavalry, so I’m not sure if there’s one with the latest adjustments. It’s very, very good. I don’t think the elephant jamming is enough of a reason to block this PR. The improvements this work brings are clearly more valuable. In vanilla, we can see greater fluidity due to the overlapping. But the result is not only unrealistic, it also looks ugly. It’s like a snake of fast-moving pachyderms, so light and nimble that a single infantryman can stop them. In this video, I forgot about the enemy’s initial army, so they rushed in to attack the elephants, who ended up getting completely stuck against just four infantry units. So, ultimately, I think this is a gameplay decision. From a technical standpoint, I think the issues are already pretty well addressed. Perhaps the only thing still missing is some fine-tuning for ships. And it would be great to test some actual games over the next few days. We can coordinate and play a few 1v1s, and hopefully we can get some 2v2 games in as well. @AtrikI think I would add the pushing property to the worker elephant, but not the trampling property. A picture:
- Yesterday
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ships Naval Boarding - seizure of ships
Nicolaus_von_Kues replied to CheckTester's topic in Gameplay Discussion
Officer functions - Helmsman: increases the ship's rotation speed and maneuverability. - Chief of Oarsmen: increases the ship's movement speed. On ships capable of ramming, it also improves ramming damage. - Marine Officer: increases the ship's boarding and capture power. - Commander: determines the ship's command rank and defensive capture capacity, defining its capture points. The officers would not simply provide generic bonuses. Their importance would depend on the ship's role. For example, the Chief of Oarsmen would be particularly important on a Ram Ship, while the Commander would be more important for a heavily defended warship. The Marine Officer could work together with the soldiers garrisoned aboard the ship to determine its ability to capture enemy ships. This would make naval combat more than a simple exchange of hit points. A ship could lose specific capabilities as its officers are killed or incapacitated: - Losing the Helmsman reduces rotation speed. - Losing the Chief of Oarsmen reduces movement speed and ramming effectiveness. - Losing the Marine Officer reduces boarding power. - Losing the Commander reduces the ship's defensive capture capacity. The ship class would determine which special abilities it can use. For example, only ships designed for ramming would deal ramming damage, while a Fire Ship would specialize in incendiary attacks rather than ramming. -
Selecting didn't seem to work, neither the making a shape. Maybe I just don't understand how they work
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Throw torches. You forgot.
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ships Naval Boarding - seizure of ships
Nicolaus_von_Kues replied to CheckTester's topic in Gameplay Discussion
A core crew should be established, and the ship should have captains and all kinds of authorities who can rise through the ranks. This will boost the morale of the Garrison; higher morale means greater resistance to capture. I imagine photos of the crew with their health bar and morale bar in addition to their experience level. - Helmsman: increases the ship's rotation speed and maneuverability. - Chief of Oarsmen: increases the ship's movement speed and improves ramming effectiveness, with ramming damage applying only to ships designed for ramming. - Marine Officer: increases the ship's boarding and capture power. - Commander: determines the ship's command rank and its defensive capture capacity, defining the ship's capture points. The officers would therefore give each ship different functional capabilities rather than simply adding more crew members. The commander would determine how difficult the ship is to capture, while the Marine Officer would improve its ability to capture enemy ships. #### The helmsman could make it less likely to be caught with the hook. -
The name should be "Global War" or "Doomsday Conflict", referring to nuclear annihilation.
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0 A.D. Social Media Accounts (We need you!)
Nicolaus_von_Kues replied to Sundiata's topic in Announcements / News
I'm not talking about a single audience; a lot of work in development is uploaded here that never reaches the social media. I don't know where most of the audience is; a while ago, more than a decade ago, I asked about doing a market study. That used to be done with surveys, or rather, it used to be done; now it's easier. With the tools on the platforms. "Market research to identify the target audience". It's the technical name. -
0 A.D. Social Media Accounts (We need you!)
Essential Strategy replied to Sundiata's topic in Announcements / News
It is not that easy dude, that is why community managing exists, every platform has different audiences, algorithms and content that works. If you aim to Instagram growth, you should upload vertical videos following a content plan, not static images. The same with YouTube. Anyways, I am just pointing out this to try to help from my experience. -
lilypoppy started following real_tabasco_sauce
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Perhaps rename the mod? "The Great War" heavily insinuates WW1.
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In theory, This idea will benefit from collisions "force" in the movement of the units. Because what would be more natural than for the troops to get bogged down and fight each other. ######################## For movement AI in 0 A.D., you could approach it like this: Formation intent: the battalion has a destination and a general orientation. Individual steering: each unit tries to maintain its relative position, but can deviate to avoid collisions. Contact detection: when two battalions meet, a contact zone is detected. Front-line resistance: front-line units reduce their speed when they come into contact. Rear pressure: units behind them continue pushing forward. Lateral flow: units look for space to the sides when they cannot move forward. Local avoidance: each unit avoids obstacles and other units through small adjustments. Cohesion recovery: when the pressure disappears, units attempt to recover their position within the formation. The difference from a system based purely on pathfinding would be fundamental: Pathfinding determines where the battalion should go; steering determines how each individual unit moves within the battalion. ######## The units can currently escape anywhere as if they were water. They have no logic or movement that would prevent them from escaping or colliding with anything. This is how one army reaches the Civic Center, ignoring another army. And they take the Rams; they're just buying time to destroy it. My idea is that your army closes vital passages and the enemy must fight or be subjected to casualties if they refuse to fight. In Praetorian units, combat took place upon encountering another army.
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New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
New mercator beta 0.11.3 (download from initial post of this thread) based on @Asher's reports and sugestions: fix: limiting the zoom factor (in/out)and show the current zoom factor on screen fix: correct time output when a map was handed back from Atlas fix: lighting up small entity images a bit New: group select: add random rotation of elements of a group (makes tree groups/forests less uniform, and may look more like an organic settlement for houses and fields) New: group select: add alignment of selected elements N/S/E/W,or same rotation. New: area fill: define an irregular area (polygon) and fill it with a tree mix (e.g. 80%oak, 30%pine, 10% birch), or deer, or houses, etc. at a defined density with randomized spacing, leaving out existing buildings or fields. Note that roads are painted textures that currentlycannot be spared. -
[Devlog] Burning Heart (a narrative campaign for 0 A.D.)
lilypoppy replied to lilypoppy's topic in General Discussion
@Nicolaus_von_Kues- 14 replies
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I thought of something from physics and fluid mechanics as an example. Following that logic, I used water as an example. With Ai, compare that phenomenon to the clash of two armies. First contact: the units in the front ranks slow down. Pressure: the units behind them keep advancing and exert pressure on the front ranks. Lateral displacement: since the group is not completely rigid, some units look for space to the sides. Flowing through: if there is a gap between the two battalions, units from one side can partially move into it. Compression: if there is not enough space, both groups form a dense contact zone. Redistribution: the units continue looking for valid positions around the point of collision.
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@ltms @Atrik@Stan`@Mentula How can I get my mod signed in mod.io? Tried to PM ltms as well but to no avail. Is he not around anymore? (not listed in the @ list anymore) The issue is not important, and certainly not urgent. I would just like to understand the current process, Thanks a lot!
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[Devlog] Burning Heart (a narrative campaign for 0 A.D.)
Dunedan replied to lilypoppy's topic in General Discussion
https://gitea.wildfiregames.com/0ad/0ad/pulls/8318- 14 replies
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[Devlog] Burning Heart (a narrative campaign for 0 A.D.)
Nicolaus_von_Kues replied to lilypoppy's topic in General Discussion
We were discussing the art of the interface; I think we should think about a concept. I don't know how the interface for 0 AD campaigns will work.- 14 replies
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