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Congratulations, you are very talented! Obs: The correct link uses lowercase letters. https://www.artstation.com/margab
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New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Good point, thanks! Sorry for my ignorance on MacOS... happy that you are testing it!! -
Si vis pacem, para bellum. (That phrase fits well)
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Ok, use command if using macos, now it is working. Maybe if you could wrap the text on the tool tips, because they extend out a long distance
- Today
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Of course you are right, but what if the outermost market was destroyed? Then the traders would just not know what to do and stop operation. Instead they could use the next trading post. Probably this is taking realism too far.
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here is my portfolio https://www.Artstation.com/Margab I'd like to help with props/characters/environment
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Thanks for your response! Glad to hear that, I therefore eagerly await those welcome improvements, so that the game gets once again like before and as enjoyable as it used to be...
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War and Peace makes me think of Napoleonic wars because of Tolstoy's book, obviously I think a better possibility would have been "Global Conflict". But, following the Latin or deity names other mods have (Delenda Est, Endovelico), the one that comes to my head is "Para Bellum".
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Ah, forgot to mention it: to emulate local trade, Markets could also give a trickle. I think this could be an alternative to "limiting the number of Traders considering total enabled route length" to justify their expansion (garrison/ungarrison cooldown could still fix the other things). Best is, with simple rules, to generate something interesting, obviously.
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Thanks, I’d really like to see improvements to flying objects, especially those that fly at high speeds.
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Yes, but the point was that there are worse problems with trading routes to begin with, which could be solved by limiting Traders per route, and if one wants to make them go to other Markets, that would be harder to analyse. I tried to do it already anyway, for example I thought one could have many Markets, and to reduce micro, the Market screen could show a map with all possible routes, and one would enable or disable them (if some went through enemy territory), Traders taking any enabled route from any Market equiprobably (all to reduce micro, I wouldn't like having to click for every Trader every Market, sometimes more than once if they get disrupted, like this just one click would put them on the allowed network). Still, limit on number of Traders and gains with route length have to be such to have what I think is the ideal algorithm: Markets homogeneously covering the available area, the more Markets the better, but up to certain limit, in my case related to the total amount of Traders one is willing to have. This last bit is hard to get a grasp on if Traders travel to many Markets, that's why just bouncing between two Markets was more than an acceptable simplification to understand the maths, all things considered. Not that it's impossible, but working algorithms are the important bit, after deciding what characteristics for sure people want to be present. To try a working algorithm with random walk, Trader profits could be independent of route length, and Markets have a minimum separation (because of lack of diversity in products and clients), this way they would homogeneously cover the map in hexagonal patterns. Since I don't like hard limits (that's why my Suggestion 56, "Separation criteria", proposes a more flexible approach to Fortress and Tower minimum separation), another possibility could be that the Trader profit has a maximum at the Market separation wanted (long routes have more risks and logistical costs, reducing profits). This would also cover the map in hexagonal patterns (if possible, profits could be indicated when placing the Market, same as height bonus is indicated for the relevant structures). Limiting the number of Traders considering total enabled route length (keeping their average "density" constant, and to disable routes one might need to get rid of some Traders first) would still be needed to justify expansion (on top of all this a trading garrison/ungarrison cooldown could spread Traders better and remove any teleportation exploit in general). No, and even if you could, it would be way less profitable than making it oscillate between the two furthest points, which is the reason of my post
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Hopefully you will even be able to get proper interpolations for flying units next release. https://gitea.wildfiregames.com/0ad/0ad/pulls/9253 I even started this PR when I saw your helicopter video
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The pont point here is can I send a trader (automatically/repetitively) from trading post 1 to post2, then to post3, then to a harbor and then back to 1 or the same route reverse?
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New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
For selection of exisitng objects: CTRL-drag for an area, CTRL-click to add/remove from selection). The you would need to click on "Selected items" then the list should show. Would you prefer this list automatically showing up? (hiding was meant to declutter a bit) show up. Filling an area: select one item left click on the map an drag, left click for each corner of the polygon, double click to finish. There should be yellow dots inside shoiwng the filled objects (in the image below I did not do the final double click yet). Now I did and it shows as still selected on the selection list allowing for additional edits : Now did: For a mixed fill, select an entity, push "add chosen" select another one, click "add chosen", etc. and choose the fill ratio. Then continue defining the area as above. Voilà: -
AlexTaylor joined the community
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As an influential factor in modern warfare, the kamikaze drone force has become operational; however, I do not yet have an official launch vehicle for them. Recording 2026-10-06 004224.mp4
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I’d agree with you, if the maps were large enough to encompass multiple regions (such as if there was a “Greece” or “Central Europe” map). However, based off of the size of the maps, it’s not much different than the trader walking from one town to another in a localized region.
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Implementing forces in Unit Motion (HELP WANTED)
nifa replied to Atrik's topic in Game Development & Technical Discussion
lol, this video makes you realize what a vast improvement this is -
Merchants would mostly keep to certain regions. Hardly anyone in the Mediterranean tried to travel to the source of tin for example. I think it's fine that a given Trader bounces between two Markets (representative of a region, not two literal markets, of course they went around a few). I think a problem is that the game makes the most profitable trading route the only one worth having, making things quite dull. To solve this, I think traders per route need to be limited (have slots like resources, varying with distance), and the gain be such that multiple Markets at both ends is not the most profitable configuration (that's why a per Market limit instead would be easily exploitable). Looking at the code, the trade gain goes with distance squared, with a damping for long distances (dividing by 1.25 at map diameter, I think). Ignoring the damping for now, the question would be: given a bunch of Markets with all routes full, where should a new Market be placed for maximum profit? I'll assume Trader slots will vary linearly with route length, to account for time needed to travel them (fixing Traders arriving to Markets per unit time). This problem is then a generalised Leibniz geometrical theorem (https://arxiv.org/pdf/0710.0342), since one wants to add up the square of the distances to all Markets. The solution is that profit is greatest the farthest away from the centroid of all original Markets (I don't think damping changes this result much, and not in an obvious way anyway). This is not nice, since Markets would need to be in a periphery, as expanded as possible (a circle empty inside would be ideal for a given centroid distance, obviously), instead of forming a more interesting network. I don't have a proposal for now, but I think this issue is worth exploring to reach a solution that is simple, intuitive, interesting and not exploitable.
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Implementing forces in Unit Motion (HELP WANTED)
Thalatta replied to Atrik's topic in Game Development & Technical Discussion
Indeed, a lower threshold would be like trampling, a higher one charging/ramming. That's quite nice and flexible! -
Implementing forces in Unit Motion (HELP WANTED)
Atrik replied to Atrik's topic in Game Development & Technical Discussion
The damage is scaled with relative speed. And it has a threshold* you can set in the template (could be 0 too). It's called charge in the code but trampling could be somewhat descriptive too since it's any collision that would trigger the effects. *the threshold is only checking the charger own speed, so 0 for elephants makes the unit coming into contact to also count as hit. So it is somewhat a bit trampling. -
So, like centurions for boats? I'll consider this for my boats mod
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It is shift-drag for me The grayed selection area is showing for my mouse, but nothing is showing in the list
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Implementing forces in Unit Motion (HELP WANTED)
Thalatta replied to Atrik's topic in Game Development & Technical Discussion
I agree with all that @guerringuerrin said. Those tests look really good, and in such tight spaces. @Atrik, since I guess now with inertia units need to accelerate, is heavy cavalry dealing "charge" damage only when at max speed? (I'm not sure if this is what's called "trampling", which wouldn't be the same thing in reality). Because I guess that would be nice, one would need to repeatedly move out and smash for that to be more effective, similarly to how it should really work for ramming ships, although elephants I guess could charge out when mobbed. -
mesm joined the community
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New Atlas helper tool - Mercator
Grautvornix replied to Grautvornix's topic in Scenario Design/Map making
Select: Ctrl-left mouse drag on Win11, on MacOS possibly Opt-drag. Fill area: select an entity or a mix and left-click to draw the area.
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