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  1. Today
  2. I have had two mods pending for over a month, how long should it take?
  3. Is it my turn to ask (again) for a knock back/down effect? Yes, it is realistic (there's a video around of a woman being flung by a "small" elephant), and indeed it would be nice to have it, even when impacted by a cavalry charge, and certain spear/pike "formations" could reduce/cancel it (ideally from the frontal direction only).
  4. It looks amazing! I think what would be great is if a feature like this had some kind of knock down effect for foot soldiers. That way an elephant could run into units, know them over and deal them damage. The ones who aren't dead will then be able to get back up like the trample effect in Battle For Middle Earth.
  5. Is it possible to integrate knockback and impact effects with units, like being hit by an elephant or struck by a catapult? The Hyrule Conquest mod has this, but it's a fantasy world; do you think it's realistic? (And the units in the mod have animations for being knocked up and falling; if this is implemented, more animations would probably be needed.)
  6. This issue is now tracked in https://gitea.wildfiregames.com/0ad/0ad/issues/8987
  7. This issue is now tracked in https://gitea.wildfiregames.com/0ad/0ad/issues/8987
  8. In case you will want it, these two are against Very Hard Aggressive AI, both playing with the Athenians. In the first one I outcompeted the AI on economy early game right at the beginning, then it seems I stopped paying too much attention to it. For the second one I’m only barely outcompeted in the first couple of minutes (I guess took a few seconds to set my dropsites, resources being far from the CC). I’m not using auto-queue anymore, to get used to how apparently most people play.
  9. Two things. To let engine read your new tag in template (so that no error pops up), you need to edit the schema at the beginning of formation.js. To let the bonus really happen, you need to modify a few js, and you must understand the whole unit AI attack flow.
  10. Yesterday
  11. So, exactly—since I plan to submit this mod for the next release, I’m currently updating it to the development version (I’m using the Alpha 29 dev build via Snap). If you want to test the Alpha 28 version of the mod, you can download (Releases 0.28.0) that older version from GitHub, though it won't include the latest updates.
  12. Yes it does, but in the videos, this opposite force is just not applied as it should, so the effect is less then its supposed to be.
  13. Very cool development! I think the application for eles will have a positive impact on gameplay. Often the damage output for eles ends up being less than it could be due to its path being blocked by own (my skill issues) and enemy units. Maybe its negligible, but do the pikemen in video 2 impart an equal and opposite force to the ele that would slow it down? I could see this as a way to nerf it if people think its too hard to impede eles' movement.
  14. Just downloaded you mod and tried it, it said in the mod.json file it was for 0.29.0, is that right? Then I changed it to 0.28.0, and I clicked start new match, and got this:
  15. Last week
  16. Gotta say I like the inertia in these two videos: https://gitea.wildfiregames.com/0ad/0ad/pulls/8957#issuecomment-140218 Especially the ships slowly drifting before stopping looks so much more natural than the abrupt stop now.
  17. 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.
  18. I think @Lopess wants to do that, and I am committed to helping him make the Pull Request for it.
  19. 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.
  20. this looks great,we should add it to the main game!
  21. Yeah, either remove the names entirely, or something like a name plate that overlaps the emblem could look really nice too:
  22. 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.
  23. This will be really nice. Thank you for working on it and entertaining my suggestions.
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