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  2. 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.
  3. There was an idea of selling slaves, but there was never one of selling ships or units. Except for donating units
  4. I think these ideas need to be followed up and then develop the idea in depth.
  5. 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.
  6. 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.
  7. Today
  8. You have to move slowly, gradually appearing in the lists of mods and video games. Platforms like itch.io are very interesting.
  9. 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.
  10. 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.
  11. 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.
  12. 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).
  13. 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)
  14. Do you have a portfolio ? Or anything you'd like to improve / work on on the game ? Welcome
  15. 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.
  16. 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).
  17. That’s why it’s good to have more people doing the testing. There are a thousand ways to break your work haha. Just kidding, it’s great that @Thalatta managed to compile it and test it. Alright, I’ll do some testing of my own tonight with this. Great work!
  18. They do! @Thalatta is just master trickster here! Joking, but maybe we can increase the SolidPushSpin as explained above. I had this parameter added before doing the "push only if we have room to push", so maybe a higher value now will still results in still acceptable level of wiggles.
  19. I like this behavior much more than what could be seen in my videos from the previous commit. I'm not sure to what extent it will be possible (or desirable) to make the behavior more realistic, but getting them to rotate a little when they are pushed would be really good, as it would make the behavior more realistic and, in many cases, could help open up paths for them to move through more quickly. But, in fact, I think this result is quite acceptable. And what I like most about this new patch is that the elephants entering the narrow path looks much smoother and more natural. They’re still clumsy and slow, which is fitting for something so large and heavy. But the movement flows much better than in the previous version, which felt stiff and a bit “dumb”
  20. Well here you are trying hard to make the geometry show it's limits In the first example, a rectangle pushing another one against the wall is kinda expected to do this slide. In the second example on open terrain, I see you manually try to aim for the elephant's center, despite it trying to rotate!! But you can actually try to tweak values even without recompiling : in `pathfinder.xml` you have the parameter `SolidPushSpin`, which makes the circle pushing/soft pushing impact more or less units spins. Currently it's low (0.25), if you increase it, your elephants will spin faster in that case, but this also means elephants moving shoulder to shoulder might also wiggle a bit more.
  21. 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.
  22. 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).
  23. 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.
  24. 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.
  25. 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.
  26. 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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