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  2. 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
  3. 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.
  4. I don't know if they'll be in any mod.
  5. 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...
  6. 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
  7. Today
  8. https://en.wikipedia.org/wiki/Aridoamerica Aridoamerica
  9. 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?
  10. The other important thing about another post is getting rid of surplus units. The units could also return to normal civilian status.
  11. 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.
  12. There was an idea of selling slaves, but there was never one of selling ships or units. Except for donating units
  13. I think these ideas need to be followed up and then develop the idea in depth.
  14. 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.
  15. 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.
  16. You have to move slowly, gradually appearing in the lists of mods and video games. Platforms like itch.io are very interesting.
  17. UPDATE: Version 0.12.0 Added compatibility with version 0.28 Detailed statistics on food and coins have been added. Changes to the economy, resource gathering, and trade. More details in the first post.
  18. Well the only parameter you can play with currently, that doesn't require to hack the physic of the collision is SolidPushSpin as said. If that ends up to still not be enough I still think it's currently fine for now.
  19. Well two things were contributing to this and got better in this PR : 1. Elephants were unable to push other not moving units. => Now they give 0 sh!t about any dwarfs sitting on their path. Which increase their mobility by a immeasurable amount already. 2. Obstruction handling was not too resilient. => According to path requests sent, on my benchmarks, the path requests are down by a lot relative to main, meaning units handle obstructions better. Yes making them "solids" is very challenging on plenty of points. But I have a feeling it's doable, let's see if @guerringuerrin find a way to prove we are still far off succeeding. With the UnitMotion refactoring of this PR, iterating is also much faster, and things are compartmentalized.
  20. Ok, that is quite unfortunate, but maybe for now we can let it slide (no pun intended). I just wanted to make the effect quite evident :P, but here the same without so much micro: vvv.mp4 It seems to me they should rotate more and slide less, but at the same time, one doesn't want "elephants moving shoulder to shoulder might also wiggle a bit more". This seems similar to the impedance issue I mentioned before, but for pushes causing torques: taking into account the relative velocity of the elephants should improve the issue (if you already do it, maybe it should be done more strongly? I have not gone through the whole code, just in case).
  21. Modern reconstruction. 1940s reconstruction (it seems more like that it was from a headdress than a helmet due to how thin the metal is) Drawing of similar horns from Runnabehy (ignore the helmet in the middle, it is Gaulish or Gallo-Roman)
  22. Do you have a portfolio ? Or anything you'd like to improve / work on on the game ? Welcome
  23. I am aware that these are mutually exclusive to a degree. I am just saying elephants and ships are already very clumsy as is. On the ship side, there have been discussions to scale down ships for a while which would help. For elephants, we have the upside of improved pathing through own and enemy units, which is sick, but problems are clear when handling forests and buildings. Unless I am mistaken, it seems like these 3 points are less "mission critical" to the elephant attack and charge effects.
  24. In case of the Irish, archeology is perhaps the main source (due do the lack of Roman accounts and medieval epics not being very reliable). Perhaps champion units could be distinguished from clothing, scabbards and jewelry. Maybe a chance of having a horned headdress, but those might be better suited for heroes. EB2 gave some of the Irish cavalry leather armor: It's not entirely impossible they had leather/cloth armor that did not survive, although i'm not sure they would follow the same Gaulish style with shoulderpads (the leather armor of the Gauls seem to have been inspired by Greek examples).
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