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- Past hour
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In the code there is a TODO comment that hints that terrain bonuses already existed in 0AD, but got removed .
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Thank you, I'll keep that in mind. I have a type of rocket launcher that can fire anywhere within range, you can simply click on any point, and it will fire regardless of whether there is an enemy there or not. I really like the small details, like applied forces or weather conditions, that you and others are experimenting with. I hope someone does something with water and terrain as well.
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A recent example is @Vantha and I working on improving ranged attacks, so that units can have a range much larger then it's vision and still be able to attack. Perfectly suited for like long-range artillery that needs intel on it's target before firing (like a infantry recon commanding artillery fire, or scout drone...). I actually did have in mind one of @Eilat's post with ICBMs when doing it.
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I think 0AD engine should try to get the features to get a variety of mods working on it. Not even just the engine but the scripted simulation part too, so that modders don't need to code everything from scratch. @Eilat if you encounter limitations while doing your mod you should definitely open issues for them, I doubt anyone would be against it.
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Atrik started following Adriano0ad
- Today
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Hello everyone! I’m back with more news and new images from World Rising! =D Over the past few weeks, I’ve made several important improvements to the project. New buildings have been added, new technologies have been implemented and tested, and everything is working very well so far. I also rebuilt all the meshes that needed corrections to ensure that the shaders and lighting work properly. It was a lot of work, but the visual results have improved significantly! Another big addition is the creation of the Yayoi hero Katsuro. With him, we now have 4 of the 5 heroes planned for the ancient Japanese culture, with one hero representing each Era. The 4th Era — the Bronze Age — is now established and working, making the civilization’s progression increasingly complete. I’ve also continued working on the Yayoi economy. Yayoi granaries now produce both food and fibers used for clothing, currently represented by the leather resource in the game. The dynamic weather system has also received some adjustments. Weather events now occur at longer intervals, while rainfall lasts longer. This makes weather changes feel less frequent and more natural, while giving each event a stronger presence during gameplay. World Rising continues to grow step by step. There is still a lot of work ahead, but every new building, technology, character, and system is helping the project develop its own identity. I hope you enjoy the new images! Please keep commenting and sharing your opinions, criticism, and suggestions. Your feedback and participation are always welcome! Thank you all for supporting World Rising!
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Implementing forces in Unit Motion (HELP WANTED)
parizaad replied to Atrik's topic in Game Development & Technical Discussion
The ship movement is really nice, and the inertia makes the collisions feel much more natural. It’s a shame it can’t be tested as a mod, but the demo videos still give a good idea of the changes. Hope more people can compile it and give feedback on the PR. -
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I sent an adaptation for Alpha 28 via private message—one I had on my hard drive—and I even included infantry with animations in it.
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@Essential Strategy We can continue here so we don't end up derailing that other topic. And yes, since the game is constantly evolving, small adjustments are made as updates roll out—usually minor details from one version to the next.
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You just need to edit the mod.json file to make it compatible with the current version of 0 A.D., but the mod itself is incomplete and unplayable, it can only serve as a reference.
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Well it seems it is outdated. Does the engine allows retrocompatibility for mods? I mean, that newer game/engine versions can run old mods. If not, that is a must do for sure.
- Yesterday
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Asher started following Implementing forces in Unit Motion (HELP WANTED)
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Implementing forces in Unit Motion (HELP WANTED)
nifa replied to Atrik's topic in Game Development & Technical Discussion
This seems interesting! Another thought I had when watching the elephant videos (probably unrelated): All soldiers going back to idle at the same time when the elephant dies looks so abruptly, maybe there could be some randomness (like some cheering, some idle) or random delay. -
Map making support and conversion tool: post-Atlas
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Converting old maps There was a decision in the past to split the Celts civ into Britons and Gaul as well as Helenes into Athen, Macedonians and Spartans. Not easy to convert old maps... Converting pmp version 5 to 6, or 7 seems to be easier than I thought, just we need to modify the pmp file for that. Here is a new version 1.5.3 of the Atlas post processor tool post-Atlas. Here is the changelog and the readme. Have fun map checking and converting! CHANGELOG.md README.md post-atlas-1.5.3.zip -
===[Task]=== Crowd Sourced - Dacians
Ultimate Aurelian replied to Lion.Kanzen's topic in Game Modification
They seem to have acquired them from Romans (possibly built their own with Roman engineers). https://penelope.uchicago.edu/thayer/e/roman/texts/cassius_dio/67*.html https://penelope.uchicago.edu/Thayer/E/Roman/Texts/Cassius_Dio/68*.html#9.5 Surviving evidence seems to point at bolt shooting light artillery rather than stone throwers. Page 86: https://whc.unesco.org/document/204934 -
Implementing forces in Unit Motion (HELP WANTED)
Thalatta replied to Atrik's topic in Game Development & Technical Discussion
I wonder if this could be solved, instead of removing how "solid" units are, by changing something else, like not reacting to repositioning so fast and simultaneously when close by (maybe hard to require), or being more permissive on supposed destinations if an obstacle is there (one can always reform after obstacles are removed if a specific formation is wanted, for which showing and shaping it by dragging the mouse at the destination like Rise of Nations and Total War would be useful, and has been asked). -
Implementing forces in Unit Motion (HELP WANTED)
Atrik replied to Atrik's topic in Game Development & Technical Discussion
Noted, yes after some playtesting also with @Effervescent it was clear that we should make infantry have more agile movements, which is mainly suppressing restrictions on turning. We also had interesting talks about using the new parameter "MaxAngle" to have ranged units in general start the attack prepareTime/animation while turning (they start drawing an arrow while they turn, so it makes micro interesting). I think i did increase the value of pushing a tiny bit, but maybe before reverting I would try to see if you think it's better with the lowered Inertia effects (they are more agile so maybe it would fix it for you). I guess I did set a "stagger recovery rate" very low in the templates So you are right. I didn't, but I should have saw it come. Yes this is one bug that is from this PR obviously, I can address that. The other ones I'm not too sure, the woodcutters getting stuck happens a lot to me in MP. Thank you so much for the feedbacks! I have a much clearer idea of what this PR needs now. Mostly tweaking the templates and fixing the big boys club dances. -
Implementing forces in Unit Motion (HELP WANTED)
nifa replied to Atrik's topic in Game Development & Technical Discussion
Thanks, yes it's better. Calvary movement looks smooth too. In the catapult video those 2 guys walking in circles looks strange, but I guess it has nothing to do with the question here. Yes I want to do that some day when I have more time, thanks for the offer, I will get back to you -
Paloma Melo started following Alexandermb
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Hello. Most likely, the tutorial you saw used older files; a lot has changed. However, as I understand it, what you're aiming for right now is something simpler—you don't need to modify any .dae files. To understand how the units are assembled, take a look at the javelin-wielding heroine Boudicca: Note that in one file we prepare what the warrior will wear, as well as the animations and model to be used, while in the other file we prepare the mount and link it to an anchor point (a point that exists within the mount's .dae file). https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/actors/units/britons/hero_cavalry_javelinist_boudicca_m.xml https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/actors/units/britons/hero_cavalry_javelinist_boudicca_r.xml
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@Atrik! I’ve been testing the PR. I haven’t noticed any functional bugs. Everything I’m noticing is related to tweaks for the units values. So I’ll share my impressions of their current behavior. In general, the units feel more “heavy” to me. I find it somewhat appealing, but I think it will all depend on the fine-tuning that’s done. I think some degree of overlapping could also be fine to make unit bumping feel less noticeable. I don’t think civilians and infantry should have such a gradual rotation, at least not when they’re moving individually. I hope I can explain what I mean. I don’t know anything about crowd movement, but I have the feeling that their turns should become wider as the size of the group increases, with this being more of a consequence of them bumping into each other. Maybe civilians could also be allowed to overlap with each other a little more. I’m sharing a few videos showing different situations. Unfortunately, we still can’t test multiplayer, so I did my best to simulate a battle. Woodcutting. Notice the woman on the left who gets stuck and can’t reach her destination, around the end of the video. I’ve never tested this with the vanilla version, so I can’t really compare whether this happens there as well.. Mining brothers: Here I get the feeling that the elephants are trampling the horses. Some horses appear to be standing still while being pushed around, or simply remain stationary, as if they can’t find a path to their targets. The trampling looks interesting, but the horses remain stuck for too long. And the elephants seem to have this infinite pushing loop. I assume you’ve already noticed it. Chopping Wood.mp4
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Paloma Melo started following Stan`
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Hi! I’m making a small personal mod for 0 A.D., based on Joan of Arc. I’d like to use Boudicca’s rider (not the chariot), change the horse to white, replace the javelin with a sword, and give the rider plate armor. This is for personal use. I’m having trouble identifying the correct model files. In the game’s art resources, I can find PMD files, but not the DAE files referenced by the actors. I found older DAE files in the Wildfire Games repository, but the horse I see in Blender looks different from the horse shown in Atlas. The repository model looks more symmetrical and angular, with fewer polygons. The horse in Atlas looks more stylized and has more sculpted details. Their idle poses also differ: in Blender the hind legs are aligned and the head and neck are more upright; in Atlas one hind leg is forward, the other back, and the head and neck angle downward. Could someone point me to the current source model for the horse used in the game, or explain how to match the model and pose shown in Atlas? I also tried making a basic test mod, but 0 A.D. reported that it was incompatible. My mod.json has the correct dependency, 0ad=0.28.0, and the mod version is also correct. What else could cause that warning? I’m using 0 A.D. 28 Boiorix on Windows 10 . I can attach the two screenshots and share my test mod’s mod.json if helpful.
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Minoan language is mostly undeciphered. There are few names apparently, but no context of who those people were (probably not even rulers). https://issendai.com/minoan/minoan-and-mycenaean-names/minoan-personal-names-from-dedicatory-inscriptions/ I think it would be better to use generic archetypes: Queen/High priestess (support hero with ceremonial axe, weak in combat but boost morale of nearby units. Economy/territory bonus). Admiral/Great warrior (Military hero with spear, very good in combat. Infantry or naval bonus.) King (Civil hero with sword, good in combat. Construction, trade or territory bonus)
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