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TravisKip started following how to delete old attachments?
- Today
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ToddShoop joined the community
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Diamond Exchange joined the community
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Vanilla 0AD? Better not pull in there unless they have solid plan of formation bonuses.
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LapHoan joined the community
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Oh ok so I think you do need @stevenlau for that.
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Classical Warfare AEA
wowgetoffyourcellphone replied to ClassicalWarFareAEA's topic in Game Modification
https://gitea.wildfiregames.com/0ad/0ad/pulls -
Yes, if you get Ahisma (all units), you gather berries faster and farm faster, but gather meat slower... whether ur a horse, civilian or soldier. germs civilians gather meat 100% faster, you can see it in stats. IT says civilians, there is only one type of civilian unit, dont confuse it with citizen
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CivGrid: A Visual Civilization Selector Mod
wowgetoffyourcellphone replied to Lopess's topic in Game Modification
I've submitted 3 PRs and 4 Issues. - Yesterday
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Souldbyt started following 0AD Switch Homebrew Port
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So... I got 0AD compiling with libnx on switch. It doesn't run yet but spidermonkey works perfectly. I hope to get it working with OpenGL and JIT SpiderMonkey
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How?
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Classical Warfare AEA
wowgetoffyourcellphone replied to ClassicalWarFareAEA's topic in Game Modification
Pull Request plz -
The Mauryas have a tech Ahimsa That gives units -80% meat gather. Someone know for sure that if affects the horse? ( ASHWAROHI Indian Ligth Cavalary). Also the German have 100% bonus meat gather to civilians. It counts the horse?
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wzyas changed their profile photo
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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.
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I have had two mods pending for over a month, how long should it take?
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Implementing forces in Unit Motion
Thalatta replied to Atrik's topic in Game Development & Technical Discussion
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). -
Implementing forces in Unit Motion
ShadowOfHassen replied to Atrik's topic in Game Development & Technical Discussion
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. -
Implementing forces in Unit Motion
Eilat replied to Atrik's topic in Game Development & Technical Discussion
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.) -
This issue is now tracked in https://gitea.wildfiregames.com/0ad/0ad/issues/8987
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Newbie Questions - I can't beat Easy AI as Romans
Thalatta replied to Satevis's topic in Gameplay Discussion
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. -
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.
- Last week
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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.
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Implementing forces in Unit Motion
Atrik replied to Atrik's topic in Game Development & Technical Discussion
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. -
Implementing forces in Unit Motion
BreakfastBurrito_007 replied to Atrik's topic in Game Development & Technical Discussion
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. -
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:
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Implementing forces in Unit Motion
nifa replied to Atrik's topic in Game Development & Technical Discussion
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.
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