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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.
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By Grautvornix · Posted
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. -
By Nicolaus_von_Kues · Posted
How do I test it? -
If we give them "charge" but with 0 damage it's indeed what that would be. They'll be pushing immobile units a bit better, like current cav and archer elephants. But they cannot push a entire crowd (They would need to be 'solids' for this).
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Thank you so much @guerringuerrin for the deep testing and helping and pushing me for the elephant deadlocks issue!! Together with the balancing of states, I also think we got it to somewhere where they became very nice to play with. What mainly changed in the last commit is that when two elephants push each other, the one that would push the other into wall yield, and let the other one push him. A few other small tweaks for when there are in large group pushing each other too should make deadlocks temporary there too.
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