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Showing content with the highest reputation on 2026-10-05 in Posts

  1. The strategic missile force has become operational. Recording 2026-10-04 233221.mp4
    7 points
  2. New test on this last commit ee1083529d: The commit before this one had identified that elephant deadlock when trying to pass through narrow passages. Two elephants try to pass through the passage at the same time. They have the same strength and resistance, and neither of them stops pushing: With the latest commit, this no longer happens. They can still take a while to get through sometimes, but they eventually manage to pass. Overall, I think the resolution of these deadlocks has improved significantly: Here I’m sharing the basic test I’ve been repeating with 24 elephants going through a base with narrow paths with micro: And here I’m sharing some other tests simulating a more or less standard army: This first video shows how the infantry units are able to advance without being significantly blocked by the elephants. The positioning of the elephants at the front is intentional. You can see how they block the entrances, yet the infantry is still able to push through them without major issues. Here, you can first see me repositioning my army to achieve an optimal formation. The infantry units flow smoothly through the moving elephants without any issues. Secondly, we can see that I send the army to the other side and move an elephant that was about to block others coming toward the passage from another angle, allowing them to get through quickly. Toward the end of the video, you can see me stop the last elephant moving along the upper line to help the infantry get through quickly. This is an interesting situation: even though the infantry units are faster than the elephant, they still aren’t fast enough to simply move around it, so the elephant ends up blocking their path. The solution is simply to stop the elephant for a few seconds. Another example of the infantry advancing smoothly, even when the elephants get heavily stuck at the various entrances: My overall impression of this latest commit is very positive. The elephants feel heavy to control but still reasonably fluid. I like that they feel heavy. They’re huge and heavy units. (I’d love to see them charging in side by side, swinging their tusks around and sending soldiers flying through the air. A charge-like ability with a cooldown would probably be OP, though. Sorry for the digression. ) Although less frequently, some of them will still get stuck in narrow passages. However, with a bit of practice, it’s easy to identify which ones need to be moved to clear the elephant jam. And honestly, I think it’s fine that this happens. They are large, heavy units that can easily knock down a building. I think it could even be an exploit to have a unit that can quickly flow through narrow paths while pushing enemy units ( while trampling them ) and reach its destination with a single click. It feels like a pretty reasonable drawback: You want to mass elephants and reach the enemy CC? Do a little micro. In fact, the most natural (and fastest) thing to do would be to destroy a few houses and make your way through. The infantry would probably capture some of the barracks, opening up even more space. As for the movement of mixed armies, it really feels and looks great. I forgot to include a video with cavalry, so I’m not sure if there’s one with the latest adjustments. It’s very, very good. I don’t think the elephant jamming is enough of a reason to block this PR. The improvements this work brings are clearly more valuable. In vanilla, we can see greater fluidity due to the overlapping. But the result is not only unrealistic, it also looks ugly. It’s like a snake of fast-moving pachyderms, so light and nimble that a single infantryman can stop them. In this video, I forgot about the enemy’s initial army, so they rushed in to attack the elephants, who ended up getting completely stuck against just four infantry units. So, ultimately, I think this is a gameplay decision. From a technical standpoint, I think the issues are already pretty well addressed. Perhaps the only thing still missing is some fine-tuning for ships. And it would be great to test some actual games over the next few days. We can coordinate and play a few 1v1s, and hopefully we can get some 2v2 games in as well. @AtrikI think I would add the pushing property to the worker elephant, but not the trampling property. A picture:
    5 points
  3. 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
    4 points
  4. 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
    3 points
  5. Some updates for The Great War mod. The movement mechanics of wheeled vehicles have been improved (tracked vehicles will see similar enhancements). Previously, I had implemented details like the vehicle rearing up upon acceleration and pitching forward slightly when braking; however, the wheels would initially lift off the ground, creating an unrealistic, "low-gravity" floating sensation. This issue has now been resolved, resulting in a more authentic and physically accurate feel. You can see the difference in the following videos (it is unclear why the video appears grainy after screen recording). Before: Recording 2026-10-04 095748.mp4 After: Recording 2026-10-04 232623.mp4 Recording 2026-10-04 232740.mp4 Additionally, I have updated the wheels (tires and rims) for wheeled combat vehicles and heavy trucks; they now have a more rugged and aggressive appearance than before.
    3 points
  6. lol, this video makes you realize what a vast improvement this is
    2 points
  7. 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).
    2 points
  8. The Fox of Caerbannog isn't real, he can't hurt you. The Fox of Caerbannog:
    2 points
  9. Good point, thanks! Sorry for my ignorance on MacOS... happy that you are testing it!!
    1 point
  10. here is my portfolio https://www.Artstation.com/Margab I'd like to help with props/characters/environment
    1 point
  11. 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".
    1 point
  12. 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.
    1 point
  13. Thanks, I’d really like to see improvements to flying objects, especially those that fly at high speeds.
    1 point
  14. 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
    1 point
  15. Indeed, a lower threshold would be like trampling, a higher one charging/ramming. That's quite nice and flexible!
    1 point
  16. 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.
    1 point
  17. 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.
    1 point
  18. 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.
    1 point
  19. The name should be "Global War" or "Doomsday Conflict", referring to nuclear annihilation.
    1 point
  20. It is not that easy dude, that is why community managing exists, every platform has different audiences, algorithms and content that works. If you aim to Instagram growth, you should upload vertical videos following a content plan, not static images. The same with YouTube. Anyways, I am just pointing out this to try to help from my experience.
    1 point
  21. Perhaps rename the mod? "The Great War" heavily insinuates WW1.
    1 point
  22. In theory, This idea will benefit from collisions "force" in the movement of the units. Because what would be more natural than for the troops to get bogged down and fight each other. ######################## For movement AI in 0 A.D., you could approach it like this: Formation intent: the battalion has a destination and a general orientation. Individual steering: each unit tries to maintain its relative position, but can deviate to avoid collisions. Contact detection: when two battalions meet, a contact zone is detected. Front-line resistance: front-line units reduce their speed when they come into contact. Rear pressure: units behind them continue pushing forward. Lateral flow: units look for space to the sides when they cannot move forward. Local avoidance: each unit avoids obstacles and other units through small adjustments. Cohesion recovery: when the pressure disappears, units attempt to recover their position within the formation. The difference from a system based purely on pathfinding would be fundamental: Pathfinding determines where the battalion should go; steering determines how each individual unit moves within the battalion. ######## The units can currently escape anywhere as if they were water. They have no logic or movement that would prevent them from escaping or colliding with anything. This is how one army reaches the Civic Center, ignoring another army. And they take the Rams; they're just buying time to destroy it. My idea is that your army closes vital passages and the enemy must fight or be subjected to casualties if they refuse to fight. In Praetorian units, combat took place upon encountering another army.
    1 point
  23. The ship movement is my favorite part here, it adds a lot to naval combat. Too bad testing requires a compiled build, but the demo videos make the changes easy to follow.
    1 point
  24. Well, I recommend you to read what has been previously discussed (the last couple of messages for example). I think @guerringuerrin agreed on making a PR on redefining difficulty levels, but I forgot what's the status of this (I think something else was mentioned, but can't remember right now, anyway some PRs take quite some time). Some people have made nice progress with the AI lately, so I'm optimistic that "cheating" and difficulty inconsistency will be addressed at some point.
    1 point
  25. Well, I hadn't intended to participate in this thread, but given the frustrating skirmishes I've experienced lately, I feel compelled to do so... I suppose something like this has probably been mentioned before, but I need to say it anyway... In my opinion, the AI is severely unbalanced in the current version 28. It makes no sense that in some matches enemy civilizations put up hardly any resistance and are a pushover to defeat, while at other times they spread like ants and churn out a swarming army so quickly that you don't have time to recruit defensive units. Especially when you're playing on Easy mode - which isn't exactly easy, at least in certain situations and depending on whether the game itself decides to be a total @#$% or not... And if you play in teams with AI allies, it’s a total toss-up: you might get pro civilizations on your side that build a strong economy and fight effectively, or on the other hand, become complete incompetent AI players who can't even gather basic resources on time... I remember perfectly well that the old version 23 also suffered from this problem; in certain situations, it seemed as though the CPU was cheating somehow, managing to amass massive armies that would focus-fire on you far too early and leave you crippled for the rest of the match... Then after version 24 and subsequent versions, up to the penultimate version 27, that behavior was rectified; you could very rarely lose a match on Easy mode - the one I usually play. But as soon as the current version 28 came out, things went to hell - back again to the same annoying behavior, and I’d even say this time become worse than ever... The thing is, if you want a real challenge, it should only be available on the highest difficulty levels - from medium on up. You just choose it, right? But it makes absolutely no sense that, even when deliberately choosing to play Easy mode - simply to have fun and a good time- there are matches where the enemies become like a darn army of indestructible soldiers that obliterate your city like a magnitude 9 earthquake. This unfunny lack of moderation can overwhelm and frustrate the amateurish player, and even lead to rage-quitting, consign the game to oblivion, or ultimately, uninstall it from the PC for good... It is just a pity that such a beautiful and entertaining game gets ruined by this aspect, so I believe the developers should lower the bar again for the lower difficulty levels in the next release...
    1 point
  26. For those diagrams, it's best to use Inkscape. Vector files are more enjoyable to work with.
    1 point
  27. very nice game - and persians are very perfect and better of total war i love u guys slope
    1 point
  28. A few updates on the Great War mod: A battle between infantry fighting vehicles. Recording 2026-09-28 214329.mp4 The first representatives of the artillery and missile forces
    1 point
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