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Radagast.

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Posts posted by Radagast.

  1. Both sides can be understood and no crimes are committed.

    A solution can be to create more checkboxes like
    [x] Only players with same mods + hashes
    [x] Include GUI mods

    Or a "no GUI mods" ranking or a warning "This player has GUI mods"?

    and so on. You will find a solution. And you will walk in peace

    Long term the game should be made so that brains decide - no matter what click magic opponents master. Darkness is part of the game and makes you battle harder

    • Like 3
  2. @Xiao Bao MeiFrom my xp in real world low tech, resource cost is negligible compared to the crucial resource spent: work time. At least for breakage caused by time and weather impacts and so on. Mostly minor damages. (but I also once had to repair a roof partly collapsed from snow weight: a few nails and negligible wood but heaps of time and danger)

    Improvisation of a simplistic construction rather than scheduled maintenance of a modern modular machine, e.g. a robot where one exchanges wear parts like valves and so on that break after a certain time.

    After a high degree of damage is incurred, resource cost makes sense though. But when you hit that point in real life then you could just construct this part completely new. e.g. a new mast for a ship. Sometimes easier / less costly than sewing that sail back together ;)

    Other example: Replacing transmission and engine of a car can be more expensive than buying a new one.

    Bolt shooter reusing parts of existing machine makes new construction quicker depending on what part is damaged. Hence repair still makes sense and could still cost resources. But it's not so easy to model fully realistic. Needs trade offs. Something that adds charm to the adventure.

    Solution could be to depend material cost on inverse health. So if 99 % damage, then you pay essentially the full price or more due to the fact that it has to be towed somewhere. Material has to be transported a long way and so on.

    After certain damage it's likely smarter to just label this not repairable. Depends on what it is. Small or big. Ship can't be repaired if on sea and damage is >50%. ;)

    Conclusion: This relates to supply chains. Generally handling resources. If there are no logistics modeled, then there is no need to add a feature that costs resources if actually the transport of the wood would be the highest cost. It also requires more modularisation i.e. entity on entity ("turrets" in 0AD slang)

     

    For  your proposal: @FueledByOCHD once used loot for that I think

  3. Valid points. In my vision it is all a more fluid process. I understand that in 0AD it is discrete i.e. one tries to find most important distinct descendants of a culture and if it's worth it then creates models for it.

    I am not finished with my concept. Yet I made some progress. What is interesting is that history may happen totally differently in 0BC, so it's not that historical anymore. It's historical in the beginning when you choose a time to start in. Then it's well possible you change history (and cultures, nations, borders, technologies that evolve ouf of it)

  4. Ancient Cities Comparison

    Quote
    • :smilie_tux:Build your city through the ages with evolving gameplay
    • :smilie_tux:Simulated years, seasons, day cycles and weather
    • :smilie_tux:Simulated ecosystem where every plant and animal you see is growing, reproducing and dying
      Exploit and take care of it
    • :smilie_tux:Build your defenses to protect your city. Ancient times were harsh!
    • :smilie_tux:Organic city layouts let you plan and build your city in a realistic way
    • :smilie_tux:Wonders, including megaliths!
    • :smilie_tux:Very innovative technology system
    • :smilie_tux:Politics, religion, social classes and family structures
    • :smilie_tux:Every citizen's attributes, experience and knowledge are simulated.
      :idea:Each citizen has their own aspirations and decides how to live, where they work and if they come or leave the city.
    • :smilie_tux:Economy, resource management and production chains including clothing, tools, food, wares, etc...
    • :smilie_tux:Buildings and resources decay. No more bread lasting for years!

    Migrations is something we currently lack, can achieve via UnitAI or HybridAI.

    Quote
    • :idea:Simulated world context and migrations.
      :smilie_tux:Interact with other factions through trade and fighting.

     

    settlers_cause_footprints_in_snow.jpg

    view_settlement_from_cultivated_field.jpg

    settlement_from_above.jpg

    settlement_absorb_rain_at_fog.jpg

    hunters_walk_forest_flora.jpg

    settlement_emit_light_at_night.jpg

  5. On 05/07/2022 at 6:34 PM, Darkcity said:

    O1: 2. Unit position: Since max 10 units can add arrow to the boat. 5 units will be 1 side of the boat while 5 will be other side of the boat rest in center. Only side units can attack or can be attacked.

    Position handling sounds micro, complicated.

    Not fan of units adding arrows. Prefer your O2 :heart: More realistic. Allows more friction. (cannons may be different, but here is about arrows?)

     

    Quote

    O1: 3. Unit Shuffling: In case units on side (attaking unit dies) then unit in center unit (no attacking unit) will occupy his space. This way all units in the boat are useful unlike present where 30 units in the boat are same as 10 on water.

    In future won't be useless. But yes: Units are generally useless if not close enough for effective damage :angel_not: Max range in reality is not the decisive factor!
     

    Quote

    O2: Treat the boat area as a normal surface where garrsioned units are standing and they will attack anything in range and can be attacked. To attack the boat player has to mention sepcifically just like walls.

    Agree. Player or his officers :yes: You remember when the women sunk the ship while men fled battle? :worship: Unfortunately was their own ship :banned: Officers make mistake - or you yourself and your generals save you :lookaround:

    Balances pitched battles automatically. Overall strategy becomes more important:

    • Prelude (location, supplies, army composition, ...)
    • Decisions (how to engage, pre-arranged tactics, dynamic reaction to events, ...

    => More overarching but you can also micro if want to: As you mentioned e.g. directly order to target boat structure instead of crew. In Ancient times this will mean ramming. Cannons in newer?

    This req new attack types. Or reuse: attack (for closing in and ramming + boarding if crew not defensive stance?) vs. attack move (keep distance i.e. keep moving, only range attack)

     

    Quote

    AO: 1. Reduce pop taken to 1. First 2 unit will add to boat speed. Speed logic will be current speed*x/3, where x<=2 , and is the number of units garriosned in the boat.

    Yes. Prefer weight. Armor, horse or ram heavier than infantry or civilian.

    Maybe better influence accel instead of speed:

    Empty boat => no acceleration
    Min crew => No spare for fighting => Either accelerate or fight

    If velocity > 0 then ship can still steer (can be handled by 1 crew member even if the others fight e.g. the ore guys). 1 pop for steering by captain? Works with wind, but no directed acceleration :woot: boats will go like baloon where the gods take them :rolleyes::gandalf_w:

    • Like 1
  6. Quite some interesting compositions. Sadly my TimeMachine is far from finished.

    Perhaps people prefer advertising on your site over any financial transactions?

    Reasons:

    • You gain a steady income. At least something. Even if nobody buys a Pack.
    • People are hardened already as ads are massive on FB, TikTok, ... even in VR, games nowadays.
    • Look at all these dubious movie/software download pages. Thousands of nasty, fake ads, opening many ad pages. Yet people still visit and try to grab something for free :)
    • Free community is unhappy with complications and fees. Every transaction supports the finance industry - already pretty wealthy actors according to the records. (Though virtual advertising also spreads money to some select big players)


    Until 2020 even buying food in a big discounter heavily supported WireCard AG in Germany! Known fraudsters that financed dark, dirty and unethical black market businesses on the entire globe for 20+ years!

  7. Finally it's our hobby and interest that brings us here.

    We have other open source projects for these fighting effects. No need to duplicate work already done. And Hyrule has quite some great effects, too. But I understand your point, you wish new generation. IMO 50 year old also is fine. Roman Senate was rather elderly too. Aragorn Arathorn's son also haha. And Elves ... oh dear hundreds of years old. Who cares about age

    • Like 2
    • Haha 1
  8. 19 hours ago, leopard said:

    everything looks too old for them.

    I am 30 years old I have played 2d game in the past so I know 0AD is modern
    but these dudes are born into 3d games.

    Only because you are older than them, still are a youngster yourself as we all are.

    There is no such thing as old. President of united states is 80. A friend of mine is 95 and still paints his house every year (hence gets more done than half of the population; at least I don't repaint it every year haha).

    Who cares about Indie. They only earn money by us being on their site. Money has won - again. As Apple's 60 billion quarterly profit shows.

    • Like 2
  9. On 01/06/2014 at 10:14 AM, Lion.Kanzen said:

    Explore

    Attack

    Produce units( champions) / support units/ simple unit rush.

    Defend

    Send troops+ position.( like flare in AOE)

    Good idea

     

    Quote

    It would be interesting a system of streets or even a brush with the texture of the street so that your city seems more real.

    Yes but in reality it's not like that. A small path or tracks / footsteps surely form. But real useful streets have to be built. (I am a nasty farmer, have sunken into muddy earth a trillion times, but never formed a street or rigid road by itself magically ;))

    Quote

    Another idea would be the wall system similar to the game Stronghold crusader 2 where you have a great freedom to build and give a unique face to your city.

    Oh yes

    Quote

    Finally it would be interesting if it had a mod that would decrease people more so that the structures seem bigger and more real.

    hehe finally I fulfilled our wish. Super happy about it

    Quote

    Sorry if I posted this message in the wrong topic, but it was the place I found most convenient to post, I hope to return thanks = D.

    Likable

     

    Finally we can check quite some points from this list

    • Like 1
  10. Interesting to have a closer look at that (@wowgetoffyourcellphone already mentioned this video).

    The arrow method is too much hassle (GUI) and micro for my taste. Especially while in follow unit mode. But a hotkey similar to SHIFT for way points proved advantageous. Also officers should have more counter awareness. i.e. rearrange themselves if possible (because counter is what matters)

    On 12/11/2022 at 12:31 PM, hyuuks said:

    This one is good, i hope you guys implementing the function arrow, its really help make battle formation, for now its kinda tricky to make battle formation lines, the formation rarely facing where enemies come from

    Looks like they do not evacuate the wounded. Handling the wounded manually is too much micro IMO. I'd advocate for only having them hold ground or get evacuated. Not offensive actions.

    Also while the cavalry charge effects are better, still the speed is too high. They stand up almost immediately. In reality majority won't get up again. Not in shape.

    Units still do not fade out quick enough. This makes it look artificial. Either the armor is good enough or you are incapacitated.

    The cavalry charge interaction and the giants kicking units fly is a good start. I will have a look into this.

    Battles are holding us all back. Currently these really bore and turn off strategists and fighters alike.

    Edit: We need more friction. More counter decisiveness. Easier take out of units. Less micro. In my renewed fork I port some code back and will try to pronounce this kind of hybrid AI (0AD also has a hybrid AI but its usefulness is slightly underestimated).

    More like Settlers 3. Set up the industry. Get it going. Then forget mostly about it. You should set the guidelines. The overarching commander. Fight dynamics inspired by Middleearth would be great. But we can do even better. Less hectic (by divide and conquer). More strategy.

    BTW you know we now have Open Source Settlers 3? It's amazing! Yes, the fighting in this series isn't realistic nor great experience. 0AD is better in multiple aspects (not fighting - rather overall), but it's still nice and inspiring

    Settlers lack formations (besides kinda "forced march") and scale isn't ideal. 0AD could be "THE STRATEGY" adventure itself. Recent history events have encouraged 0BC's return to 0AD engine also. Everyone needs to try something to show warfare should stay virtual. We don't abandon other engine. It's simply amazing graphics and RPG component like Neverwinter Nights but some essential parts are not ready yet. Porting back and forth is less work than expected.

    • Like 1
  11. This map can be interpreted in different ways: Vaii can fight on Roman side. As the Battle of Allia was fought on the left bank of the Tiber at the confluence of Allia river which was at the back of the Gauls.

    Merging some decades, one can also free the Vaii to their own party. So Romans could "unite" with Vaii i.e. ally with them. In the remains of the ruins the Roman legionaires that escaped the river regrouped.

    The Gauls made the right decisions and early confronted the weakest forces despite located at high ground and intended by the Romans as reserves to surprise / outflank the ever more extending Gallic front line which stretched the Romans dangerously thin. The youngsters initially held out but the best Gallic warriors were finally unstoppable, throwing the hilltop into panic.

    This news spread to the thinning lines to the west causing havoc because most were slain from their backs in a kind of mass rampage fighting mess caused by their own colleagues. As mentioned above this marked the end of the Roman phalanx. Maniple proved victorious. In the long run, this disaster grounded the Romans and made them a world power (for quite some time).

    But finally they also should find their end. The West earlier. The East later.

    Paradoxically again at the Tiber 300 after common era another important fight took place, restoring order for not much more than a decade (tetrachy; 2 augusti, 2 caesare, all equal in rights, but again: few are noble enough to step back from power)

    Let's remember how Plato put it: It doesn't matter if those you counsel listen. It matters that you try. (he himself failed to dissuade leaders from raging war repeatedly)

  12. Albula (whitish, Latin) was rebranded Tiberis or co-existed as alias after Tiberinus (Etruscan 9th King of Alba Long) drowned therein approx. 900 BC.

    So we likely talk about Roman Republic Battle of Allia. A river who meets the Tiber 11 Km near Ancient Rome still with the old walls prior to the rebuilt with better rock from Veii that they started to integrate even before the sack of Rome by the Gauls Brennon and his brother Belinus few years after 390 BC mid July.

    The Gauls spared the countryside, heading directly towards Rome for the fabii (the sons of an influential patrician) after the Senate and Tribunes failed to punish them for recklessly killing a gallic chieftain in semi-allied Etruscan city Clusium which was threatened by Brennon's troop that conducted war they justified in "that they carry their right in their weapons" (Livy: History of Rome).

    30 K vs. 15 K. Roman rout. Inflexible army hindered itself. Many drowning in the Tiber. Only 1/3 somehow survived. Gauls almost no casualties.

    Rome was sacked after a last stand inside. City largely undamaged. Gauls bought off with loads of treasuries. Gold! Off they went North. Where allied city of Caere (reportedly notified by Vestal princesses; in short some rich girls maintaining the sacred flame) defeated them unaware of danger. Treasures returned back to Rome.

    Senate granted citizenship to people of Veii (without right to vote).

    Recovery slow. Fear of Gauls led to better cooperation Etruscans and Romans. Though a sadly famous Greek tyrant in Sicily may  also have played a role, reportedly having hired Gauls as mercenaries to fight Latin peoples in Italy on more than one occasions.

    Finally this also led to the most significant military reforms before Marian et al. The beginnings of the maniple, preventing a repetition of the fate of the poor men having to suffer in the battle trying to defend Rome.

    Quote

    At the front of the legion organized into maniples, the velites formed a swarm of soldiers which engaged the enemy at the start of the battle. Their duties involved skirmishing, and they often worked closely with the cavalry. Next, the hastati were the youngest and least experienced soldiers, and therefore fought on the front-lines. They formed the first line of heavy infantry. The principes were more experienced soldiers who stood behind the hastati in battle. Finally, the triarii were the veteran soldiers with the most experience.[1][4]

    The second and third echelon generally formed with a one maniple space between each maniple and its neighbours. Retreating troops of the velites could withdraw without disrupting those behind them. Where resistance was strong the hastati would dissolve back through the Roman line, allowing the more experienced soldiers in the principes to fight. In turn, the principes could then yield to the hardened triarii, if necessary. At this point in battle, the maniple greatly resembled the phalanx.[3]: 180–181  Apart from allowing retreat, these gaps also proved invaluable against enemy phalanxes and provided the Romans with a major tactical advantage against their Greek foes. In order to maintain its wall of spears, the phalanx required rigid battle lines, which could not easily break into smaller units. Gaps in the maniples thus lured hoplites in and disrupted their formation, after which they became disorganized, surrounded, and easy prey for Roman swords.[5]

    According to Polybius, the most complete and likely the most accurate account, the legion consisted of 10 maniples of 120 hastati, 10 maniples of 120 principes, and 10 half strength maniples of triarii containing 60 men each.[6]: 34–35  With 1,200 velites and 300 cavalrymen a legion numbered 4,500

     

     

  13. Maybe we can add the mysterious Mitanni? Also known as "Habigalbad". Played a major  role from 1600 to 1260 B.C.

    Conquered by the Hittites after Shatturna III sought Assyrian support against them 1330. His reign lasted only a year approx.

    Only decades later they themselves were extinguished by the Assyrians.

     This year a metropolis was finally unearthed. The city could have been protected by water. It was destroyed by Earth quake:

    Quote

    Zakhiku Bronze Age Major City found

    “This good preservation is due to the fact that the city was destroyed in an earthquake around 1350 BCE, during which the collapsing upper parts of the walls buried the buildings,” they explained.

    The team also unearthed five ceramic vessels with an archive of over 100 cuneiform clay tablets from the Middle Assyrian period. Some of the tablets are even still in their clay envelopes.

    Could lend for quite some trigger maps?

    800px-Carte_du_Mitanni.png

    They had good relations to the Egyptians starting 1350 B.C. approx.

    It had not always been like that. 1500 B.C. to 1400 B.C. war was always close.

    After big victories of Baratarna and later his son Saustastar (including the sacking of the Assyrian capital) the king planned the conquer of Palestine. He died while planning. This would have caused war with Egypt.

    His son Artatama I instead forged an alliance with the Egyptian pharao Amonhetop II:
    384px-AmenhotepII-StatueHead_BrooklynMus

    Though the Hurrian Mitanni king (Artatama) denied 7 consecutive marriage proposals by the Egyptians between pharao Thutmose IV or his 10 year old son pharao Amenhotep III and Artatama's daughter.

    The reasons are unknown. Likely loved the (grand)daughter too much.

    Smart by the Egyptians to propose it. The Mitanni were a buffer state between Hittites. Assyrians could be expected to use the chance of the northern pressure on Mitanni to finish them (and they did).

    Egyptians may have seen that coming. The geography of Mitanni was unfortunate. As can be seen until today, it is a frequent conflict zone. Like Caucasus.

  14. On 19/10/2022 at 8:05 AM, leopard said:

    I think it is possible but don't have much know how to do that now, I hope I can do that eventually.

    This is how it can look

    On 19/10/2022 at 8:05 AM, leopard said:

    let spectators play a single unit for a player they prefer, so that the spectators can be assassins for a faction they prefer, they will be playing completely independently, and respawn as long as the main player is in game

    a good fit for HybridAI - already built-in

    • Like 1
  15. What are they busy with? Modern "special mil ops" mod? Did I miss something? Sorry porting code deleted my brain :lamo:  Even forgot it's Monday. Realized when wife forced me shopping ;) Felt like Sunday. Sunny holiday today here in Switzerland

    What do you have in mind for Aristeia if I may ask?

  16. Not bad. Even with lyrics. License?

    I remember Aristeia and your effort bringing it into shape

    Splitting, rebasing, shuffling, reverting, adapting, repairing for 20 h now; think will need another 3000 hours min. Reading your works good lifting spirits

  17. I am working on it my old friends working on it. Checking out. 0 A.D. repository has grown. Anyone pruning / keeping an eye on history since leper left?

    Maybe please use the opportunity to create a historic-master when finally moving to master Git. Can use Git replace for still allowing historic searches on demand.

    Edit: It's my fault not having done a shallow. :gandalf_w:

    Edit2: Now doing a shallow, after 31 GB reached my disk end. :saruman:

    • Like 1
  18. Nervosity can be the inverse of Calmness. If that's easier.

    The change rate determines animation speed (for fun).

    Shock easier, more correct term than "startled". It denotes the freeze moment. Can have its own animation but likely not worth it on our observer camera. As mostly shock is seen in facial expression.

     

    One of a few excerpts I consider problematic in the WIP design:

    Quote
    • A formation in panic mode is so weak that it has to be pulled back from battle

    Micro?

    Quote
    • Units are still grouped

    I thought panicky units run? Everywhere. In a chaotic manner

    Quote
    • Units keep their current positions, but they change to a panic mode formation (basically random grouping of units) which takes effect when the units are moved.

    A unit in panic just stays where it is idle and its shield is suddenly worthless? This likely serves to give an opportunity to raise morale? But can this micro be handled?

    In real world a solution is having reserves that can close the gap where the opponent attack broke our ranks. Or reinforce to keep an offensive going without exposing attacking battalions' flanks.

    Quote
    • Battalions in panic mode can't be disbanded

    Logically ;) People will love it (though I agree panicked formation has little prospect to live)

    Quote
    • Units recover from panic mode when their morale raises above 50% again (value to be adjusted during playtesting and balancing)

    Microing. Complex dependency. And now also balance fun. Heureka

    Quote

    The mix between fighting with single units and fighting as formations is very tricky. Especially the transition between the two is quite hard to get right design-wise.

    As explored in an earlier post, to simplify, the battalions can only be automatically created in training grounds / military camp (which can also be "in the fields" and also allows for a rebel or emergency variant as well as big dictator overrule, yes, you, player ;) ). All should be created like that by default.

    This volatile character is an important distinction between a battalion and organization groups that persist:
    Brigade (containing multiple battalions)
    Division (containing multiple brigades).

    Brigade : A body of troops, whether cavalry, artillery, infantry, or mixed, consisting of two or more regiments, under the command of a brigadier general.

    Regiment: is not employed by us as it overlaps with battalion. It has companies which usually form into battalions for fighting in formation.

    We can remember this via its alphabetical order. ;)

    These two high ranking officers and their deputies and teams are an optional level of abstraction to help us organize. Some like to micro their armies themselves. Gods! Or "dictator-mode".

    Again no artificial limit imposed by us, you are free to create more levels.

     

    Disband battalion is disbanded once and forever. It's too late. You need micro or special officers to recreate it. Disbanding means the bannerbearer is dead or has thrown away the banner to run (or has stored it away; but let's say this uniq banner is not guaranteed to be handed out to this bannerbearer next time; makes our lives easier, yet not unrealistic).

    A past member can regroup in the fields automatically if lucky, e.g. gets to peaceful ground and another battalion adopts it.

    That's how it is in real world even into modern 4 person "Group" level which is not modeled due to person scale ratio of 1000 approx.

    Hence my opposition to the return to barracks requirement. Though that is also a possibility to replenish without micro (as mentioned above). A unit then retreats farther and farther either deserting or going somewhere until caught or within reach or voluntarily going to base. :) It will be reassigned or imprisoned or injuries treated.

    Automating that is not too difficult and we really need it or it won't be fun. We want to observe a bit. Not only be in stress. More coordinate on a higher level. Let's say strategical. RTS ;)

     

    Quote

    Formation movement scenario C2

    TODO: This is where it gets difficult. Maybe this needs another testcase that elaborates on the behaviour.

    1. Does the formation use the same behaviour as in C1 or does it try to position units outside of the wooden walls too, trying to keep the formation shape?

    It's not too difficult if one thinks of a formation the Thebes way. It is a close cohesion group with strong ties. It will prefer unobstructed interactivity with its fellow members. Shape is subordinate

    Sorry for the long posts. Trying to gather, specify remaining unknowns. My apologies for hijacking your thread, @wowgetoffyourcellphone. I know your proposal is even more radical (strictly B). But mostly we steer into the same direction. AB is the ultimate solution and you have kind of B starting after village phase.

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