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Implementing forces in Unit Motion
Atrik replied to Atrik's topic in Game Development & Technical Discussion
So for the explanation again, we could now plug any force that could contribute to unit motion and we just sum up the vectors. So it's almost free there, when calculating unit motion. Maybe excepted we still have to check for collisions. The rest of what makes the unit motion looks realistic is inertia, which is also just a ""force"" vector that carry unit velocity over the game turns. Calculating the forces themselves is generally making some dot products and sometimes maybe some trigonometry (kept as minimum for angle of impact etc) so also possible to be kept very cheap. For the current demo of the boat we use 1 trig function which seems reasonable. -
Implementing forces in Unit Motion
LeJardindEpicure replied to Atrik's topic in Game Development & Technical Discussion
Is the computation heavy ? - Today
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OP! Thanks!!
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CivGrid: A Visual Civilization Selector Mod
wowgetoffyourcellphone replied to Lopess's topic in Game Modification
I think @Lopess wants to do that, and I am committed to helping him make the Pull Request for it. -
Sub folders within main branch set up
wowgetoffyourcellphone replied to Emacz's topic in Game Modification
We have a PM chat going, but for everyone else reading this, yes, you can do this: Make sure to update all of the refs (references) to the files. So, if another tech file refs that moved file as a prerequisite, you have to update that line in that tech file. Same if you have any pairs, etc. -
CivGrid: A Visual Civilization Selector Mod
ShadowOfHassen replied to Lopess's topic in Game Modification
this looks great,we should add it to the main game! -
CivGrid: A Visual Civilization Selector Mod
wowgetoffyourcellphone replied to Lopess's topic in Game Modification
Yeah, either remove the names entirely, or something like a name plate that overlaps the emblem could look really nice too: -
CivGrid: A Visual Civilization Selector Mod
wowgetoffyourcellphone replied to Lopess's topic in Game Modification
I changed the icon locally. Looks nicer IMHO. -
CivGrid: A Visual Civilization Selector Mod
wowgetoffyourcellphone replied to Lopess's topic in Game Modification
A 3rd dropdown idea could be "Focus" or "Category" or something like that. So, you'd have (these are in DE): Empires Ascendant (only base game civs) New Civilizations (only those civilizations added by applied mods) Elephant Trainers Horse Lords Seafarers Settled Civilizations (this one excludes all Nomads) This is a "nice to have" item only. All the other things from my other post are more important. -
This will be really nice. Thank you for working on it and entertaining my suggestions.
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RobertTroge joined the community
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CivGrid: A Visual Civilization Selector Mod
wowgetoffyourcellphone replied to Lopess's topic in Game Modification
I think this button could be called, "Surprise Me!" -
CivGrid: A Visual Civilization Selector Mod
guerringuerrin replied to Lopess's topic in Game Modification
Great work, @Lopess! -
CivGrid: A Visual Civilization Selector Mod
wowgetoffyourcellphone replied to Lopess's topic in Game Modification
For capitalization in the dropdowns, I think we can simply capitalize the words in the civ jsons: "Albion" is the ancient word for Britain. Sounds nicer to use. -
CivGrid: A Visual Civilization Selector Mod
wowgetoffyourcellphone replied to Lopess's topic in Game Modification
I was afraid I was mistaking the language. My apologies. But great! I'll be happy to see what you come up with! I'm glad you agree with all the fixes and improvements. -
Excellent observations, I agree with them, and yes, Spanish and Portuguese are definitely very close to each other . I'll see what I can do here later this afternoon.
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This is currently being worked on here #8989. I hope we can have it ready for the next release =)
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Agreed, like something along the lines of Rome TW selection screen: Yes, that's the positioning I had in mind. Also (related but more in general), in Learn to Play, Catafalque Overview is stated, but the window has as title Catafalque Bonuses, which is a better name to avoid repetition with Civilisation Overview, but I think it would be even better to put Catafalque Bonuses inside Civilisation Overview. This would streamline the menu better, and for this Civ Browser, only two buttons would be needed above "Pick Random Civ".
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CivGrid: A Visual Civilization Selector Mod
wowgetoffyourcellphone replied to Lopess's topic in Game Modification
@Lopess I had to translate a few things from Spanish (edit" Portuguese!), but I added it to Delenda Est and this is what I've come up with: So, here're some fixes I've made an some requested improvements: Green (verde), is the CivGrid section. gui\civs\civbrowser\grid\CivGridBrowser.js Line 154: Fixed the emblem's "squished" ratio from 4/3 to 1/1. This makes them perfectly round. Lines 156, 158, and 160: Values changed to make the emblem sizes more aesthetic for my 1080p screen. Desired Changes in this section: Remove civ name from under the emblems. The civ names clutter everything up. Change the tooltip from their history description to their civ name instead. The history information will show up in the CivDescription area anyway. I wish there was a selection sound when clicking on the emblems. Civs which are non-playable should either not be shown in the grid, or grayed out (still selectable so their history can be read, but not selectable to play) (this line is in the civ json file) Red (rojo), is the CivDescription section. gui\civs\civbrowser\controls\CivDescription.js Line 5: Fixed the emblem ratio from 4/2 to 1/1. Desired Changes in this section: That the large emblem shown here pull a larger sized emblem in a an emblems\512x512\ folder. So, whatever the civ xml says (athenians.png, for ex), but 512x512\civemblem.png (512\athenians.png) That there be a bigger gap between the bottom of the emblem in this section and the civilization name. The civilization name in this section should be bigger (more dramatic). "Civ Type" should be called "Region." "Region" dropdown should capitalize the regions and list them discretely. So: Asia Europe India Iran Mediterranean etc. Let's make "Civ Filter" into "Culture." We can extend "culture" in each civ json with more options: As others have suggested, adding buttons for the selected civ's Structree and Overview windows would be nice to have (but not 100% necessary). Perhaps right above the 'Pick Random civ' button. Speaking of this button, another 'nice to have' button would be 'Pick Random Civ (Hidden)', so that it picks a random civ for you, but you don't know which one until the match is started. It would highlight in red all of the civ emblems. This will work nicely, because you can choose a Region or Culture, and then click the Random (Hidden) button and it'll randomly choose a civ from the selected categories. In the Match Setup screen, it would show you as Random (All) or Random (Asia) or Random (Hindu). General changes: All Spanish in the code should be translated to English so it can be properly translated on Transifex. Summary If these changes and fixes happened, I think this feature would go nicely into the base game. -
Of course not, but I was having in mind some marginal use like using that wood to set some small fires and such, so they should give very little wood. It just seemed more realistic than leaving them with 1 food (what if one wants that food?), with the available resource change being a cleaner "completion" of the food gathering process, and the wood gathering presented as a new option.
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Auto explore isn't really needed, just turn on Explored or Revealed map in the settings, it really amounts to the same thing. The minimal definintly would be easier to use if you could click on it to enlarge it, or even hover over an area of it to zoom in. (I personally would like an option to turn the minimap off, I noticed it can cause performance issues.) Berry bushes would be nice if they could regrow, since not everyone has the room to build tons of farms, especially on some maps. Thalatta's wood idea makes sense in theory, but from my knowledge of bushes, you can't really build anything from them, due to the branches being too small. And, before people begin about balance problems, a tiny change to adding regeneration rates to the berries isn't really going to break the game, and thinking so will eventually make the game static.
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CivGrid: A Visual Civilization Selector Mod
Perzival12 replied to Lopess's topic in Game Modification
Would it be possible to make the emblems their full size? They're a bit squished height wise, though the width seems right. -
Maybe buttons to also view Structure Tree, Civilisation Overview and Catafalque Bonuses from there would be useful.
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@wowgetoffyourcellphone@Stan` Or any of our active 0ad developer friends, I'd like you to test this mod and, if possible, add it to the base game. I welcome feedback for code/logic improvement; I created it with the intention of it being easy to use with any mod. The only detail is that the region filter only works with the civ.json file if the "Region" key is filled in.
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Hey everyone! I made a simple mod for 0 A.D. that changes the civilization selection screen into a grid layout. No more scrolling through a single row – now you can see all civs at once and pick your favorite faster. Features: Clean grid display Works with vanilla and most modded civs Lightweight and easy to install Installation: Download the folder. Place it in ~...../mods/ (or your mods folder). Enable it in the mod manager. Launch and enjoy! Download: https://github.com/0ADMods/civ_grid Feedback is welcome! Let me know if you run into any issues.
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