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Everything posted by Nicolaus_von_Kues
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ships Naval Boarding - seizure of ships
Nicolaus_von_Kues replied to CheckTester's topic in Gameplay Discussion
A core crew should be established, and the ship should have captains and all kinds of authorities who can rise through the ranks. This will boost the morale of the Garrison; higher morale means greater resistance to capture. I imagine photos of the crew with their health bar and morale bar in addition to their experience level. - Helmsman: increases the ship's rotation speed and maneuverability. - Chief of Oarsmen: increases the ship's movement speed and improves ramming effectiveness, with ramming damage applying only to ships designed for ramming. - Marine Officer: increases the ship's boarding and capture power. - Commander: determines the ship's command rank and its defensive capture capacity, defining the ship's capture points. The officers would therefore give each ship different functional capabilities rather than simply adding more crew members. The commander would determine how difficult the ship is to capture, while the Marine Officer would improve its ability to capture enemy ships. #### The helmsman could make it less likely to be caught with the hook. -
The name should be "Global War" or "Doomsday Conflict", referring to nuclear annihilation.
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0 A.D. Social Media Accounts (We need you!)
Nicolaus_von_Kues replied to Sundiata's topic in Announcements / News
I'm not talking about a single audience; a lot of work in development is uploaded here that never reaches the social media. I don't know where most of the audience is; a while ago, more than a decade ago, I asked about doing a market study. That used to be done with surveys, or rather, it used to be done; now it's easier. With the tools on the platforms. "Market research to identify the target audience". It's the technical name. -
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.
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I thought of something from physics and fluid mechanics as an example. Following that logic, I used water as an example. With Ai, compare that phenomenon to the clash of two armies. First contact: the units in the front ranks slow down. Pressure: the units behind them keep advancing and exert pressure on the front ranks. Lateral displacement: since the group is not completely rigid, some units look for space to the sides. Flowing through: if there is a gap between the two battalions, units from one side can partially move into it. Compression: if there is not enough space, both groups form a dense contact zone. Redistribution: the units continue looking for valid positions around the point of collision.
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[Devlog] Burning Heart (a narrative campaign for 0 A.D.)
Nicolaus_von_Kues replied to lilypoppy's topic in General Discussion
We were discussing the art of the interface; I think we should think about a concept. I don't know how the interface for 0 AD campaigns will work.- 18 replies
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New Release: 0 A.D. Alpha 27: Agni
Nicolaus_von_Kues replied to Itms's topic in Announcements / News
Sorry, even I got confused with the old alpha. -
https://www.iranicaonline.org/articles/cador/cador-garment-ii-among-zoroastrians/ https://www.iranicaonline.org/articles/women-i/ In Assyria, it refers to married women and widows, as opposed to prostitutes... I still can't find anything. https://scholarsarchive.byu.edu/cgi/viewcontent.cgi?article=1016&context=mi&filename=18&type=additional (PDF) There's another source, but I couldn't access it. https://edizionicafoscari.unive.it/en/edizioni4/libri/978-88-6969-522-3/veiling-in-ancient-near-eastern-legal-contexts/
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It's much easier to use on Telegram, and it's very user-friendly.
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That takes time, but I can make it that realistic. I was talking about colors.
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The temple was very important in Babylonian life. It's literally a bank and it's used to store grain. Their deity king is Marduk, equivalent to Baal; the priestly caste was very important.
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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.
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[Devlog] Burning Heart (a narrative campaign for 0 A.D.)
Nicolaus_von_Kues replied to lilypoppy's topic in General Discussion
You could look for a YouTuber who likes the game and has a good voice and way of expressing themselves.- 18 replies
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[Devlog] Burning Heart (a narrative campaign for 0 A.D.)
Nicolaus_von_Kues replied to lilypoppy's topic in General Discussion
I imagine you have a narrative script. Thinking about what will happen and what you will say in each scenario.- 18 replies
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New Release: 0 A.D. Alpha 27: Agni
Nicolaus_von_Kues replied to Itms's topic in Announcements / News
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. -
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.
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What color do you imagine it to be? I can imagine the Celtic's color, I don't know why, apart from the obvious. The Greek letter in one color(yellow or Orange) and the rest in other colors including green.
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What style will you use? Coin/relief style emblem. Shield style emblem ( like painted shield) In both cases, at least the shape of the head must be drawn.
