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  2. I can give you some help with the drawings. But you're always going to need a skilled illustrator.
  3. Today
  4. I like the shields and clothing. My understanding is those weapons existed in an earlier bronze age timeframe. I dont think there were any iron versions.
  5. It would really scare me to see a crazy person dressed like that. It's psychological warfare; it's the same reason why a bear stands on two legs and increases its physical size.
  6. You could look for a YouTuber who likes the game and has a good voice and way of expressing themselves.
  7. Buenos día o tardes; -Si tiene razón , encontré estas referencias: -Sumado a su referencias de escudos(Clonoura) y unidades , esta en un primer boceto para la unidad: ¿Qué opinan? Disculpen las molestias*
  8. I have the scenarios, the objective plans, and the gameplay. I'm working on how cinematics work, and I'm also looking for voice-over — not easy, but I have ideas. https://wildfiregames.com/forum/topic/168855-campaign-idea-with-the-iberians-–-looking-for-feedback-and-editor-tips/
  9. I see you added the hinges as I told you, but small metal screws wouldn't be invented until over 1500 years later!! Don't underestimate these details
  10. I imagine you have a narrative script. Thinking about what will happen and what you will say in each scenario.
  11. This hitbox you used are the model's bounds but aren't accurate to see what the unit collide with. It's my bad for not doing the obvious : adding a debug for visualizing the actual footprint used for collision. I was debugging mostly using boats to this time because they have everything more extreme than elephants : inertia, size, and they even have drifting effects. For them, the footprint is already accurately displayed when you select them, but now I added the debug so we can also see it for elephants. Also it made me realize that for boats it's fair to approximate their shape to a rectangle, but not so much for elephants who have different ratios, so when we spoke about corners, we highly exaggerated their extent for elephants : Yellow is the debug footprint. You can now display it by enabling Unit motion overlay and selecting the elephants. I'm convinced that a lone elephant pathing got better. He'll be more resilient to solving hitting a building corner for example. Lone elephant with other non-solids that used to block them it's even more obvious. I'm doing the tweaks I can to make herds of elephant not too terrible but they will always be less agile then normal units @real_tabasco_sauce do you think we could also slightly increase both their pop cost/res cost, and make them a bit more tanky? So that you get their new ability with micro but getting tones of them is still not as easy?
  12. Guys, in the next release you must clearly explain the change from alpha system to release system. Even though it might seem cosmetic, it sends the message that the project has reached a very high level of maturity. People take changes like that very seriously.
  13. Hey everyone, For the past month, I've been working on a project: a narrative campaign for 0 A.D., focused on Viriathus and the Lusitanian resistance against Rome. In-depth research, focusing primarily on Appian's *The Spanish Wars* Why : Because 0 A.D. clearly lacks a narrative campaign, and because the development faces significant technical and resource-related challenges. If this work can help the community, that in itself is a success for me. My goal : My goal is to create a story people will play, while discovering 0 A.D. But also to help the developers with my experience, through reports, and above all to create a reference for future scenario creation. For the past month, we've been working on the scenario. I already have 8 contributors on the project. Huge thanks to them. Release : The goal is to release Scenario 1. No official date yet, but I'll post an update every two weeks here, and also on Reddit. Also : This project isn't to release it as quickly as possible, but rather to ensure quality and also learn things like programming, digital painting,music, and collaboration. Thanks !
  14. You should have arbitrary effects as a chaotic and random effect. When a price control effect occurs arbitrarily. This makes the market not an organic entity, but a regulated one. Someone or several people decide to take action to control prices. Especially the so-called trade war. In 301 AD, Diocletian promulgated the Edictum de pretiis rerum venalium, known as the Edict on Maximum Prices. The state set limits on a huge amount of goods and services, in response to inflation and prices that the government considered excessive. The preamble itself accuses merchants of raising prices even when there was plenty.
  15. A quick preview of retail sales and statistics VM_Preview1.mp4
  16. Quite interesting, some things are similar to my upcoming Market suggestion, for example: -Selling resources at retail (slow, but more profitable than direct barter): I thought of local trade (retail) represented by a trickle, while global trade as it is now, but more profitable, while removing instantaneous barter and integrate it on the mentioned ideas (I think it's a silly system copied from AoE that many other games don't have). -Once units appear on the map, they consume coins and food: I like the upkeep idea, but it's more radical, for now. -If a player's balance of these resources becomes negative, unit recruitment and construction are locked: I think it's not enough punishment, makes sense for a certain time, but after that, units disbanding and mercenaries rebelling by going to Gaia would be interesting. -Interest on deposits: nice idea, since "there is evidence for the existence of private banks in Greek antiquity since the end of the 5th century BC. They functioned as offices for changing money or keeping coins and valuables. In addition, they operated as pawnshops", from the Museum of the Bank of Greece. -Traders. The main role is to influence prices during barter transactions. The option to generate resources by moving between markets has been disabled: that's where I'll propose things in the exact opposite way (Traders travelling and doing the bartering trades continuously).
  17. yes, but this is already the case with elephants. IMO the target should be to keep their maneuverability through buildings and other immovable obstacles as close to current as possible.
  18. UPDATE: Version 0.12.1 Added Wiki button Each game will start in a random month
  19. Yes, I agree they should be very clumsy, as ships, nothing wrong about that. But what I find might be solvable is their uncooperativeness , by putting in place the measures needed for them to rotate in certain situations.
  20. Yes, I agree with you. Although I’m not sure elephants necessarily need to be able to move smoothly through the narrowest possible passages. There has to be a point where the elephant’s size actually matters mechanically, and in those situations, the most logical choice seems to be to destroy the house rather than try to squeeze through it. But I think trying elliptical hitboxes is reasonable. I got the impression that implementing them would be quite complicated, but if there’s any possibility of doing it, I’d definitely give it a try.
  21. I was thinking of a somewhat realistic silver coin (perhaps similar to Ptolemaic emblem, but silver instead of gold).
  22. I think the difference would be the direction that the unit is pushed to: With the current pushing, it would move the same direction as the pusher, which means they will probably collide again. With the "clearing the path" mechanism, the second unit would make two steps into the direction it faces/ or into a direction with free space/ or a certain angle of the pushers movement direction, so hopefully avoiding another collision. I'm especially thinking of the elephant sliding another elephant scenario from the videos above. I don't know if this makes sense or if it's too costly but maybe one active instead of passive move could help solving the bottlenecks somehow Yeah, I'm a big fan
  23. As long as you give proper credits to Wildfire Games and respect CC BY SA 3.0 you're in the clear
  24. Reducing hitboxes might solve the issue with the wider path from your first video, but the narrow one would remain. It's like chasing the issue. I think hitbox shape might be more determinant: in tight spaces, vertices complicate rotating and straight sides give too much front for static equilibrium. Maybe elliptical shapes with increased on-center repulsion range to avoid compact tiling might be worth a try (since that seems to be the only problem about them, for now).
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