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Nicolaus_von_Kues

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Everything posted by Nicolaus_von_Kues

  1. They are seen interacting with the moon god in some reliefs. With the jars I try to imitate colors and artistic style. I really like this one. What colors did they paint with? There wasn't a way to make many colors back then. Egyptian blue, for example, I understand was lost, I don't know how many centuries ago. https://historia.nationalgeographic.com.es/antiguo-egipto/cientificos-recrean-pigmento-azul-egipcio-hace-5000-anos_23801
  2. He's really clueless, it happens a lot with veterans in RTS games who are newbies in 0 AD. Many things in 0AD are not intuitive. And they are very inconsistent.
  3. [h1]Hybrid Total War + Rise and Fall Combat System[/h1] I have been thinking about a possible hybrid system combining some of the large-scale control of Rise and Fall: Civilizations at War with the individual soldier behavior seen in Total War. The main idea would be to separate strategic control, formation control, and individual combat. [h2]1. Hierarchy[/h2] A possible hierarchy could be: ARMY | +-- BATTALION | | | +-- UNIT | | | +-- SOLDIERS | +-- BATTALION | +-- UNITS The player would primarily control battalions or units, while the individual soldiers would remain autonomous enough to handle local movement and combat. [h2]2. Movement and Pathfinding[/h2] Instead of every soldier independently calculating a complete path, the formation could have a main path and each soldier would try to maintain a relative position inside the formation. For example: Formation path: A ---- B ---- C ---- D | +-- individual soldiers maintain formation positions This could potentially reduce the amount of expensive pathfinding required when moving large armies. [h2]3. Combat[/h2] When two formations engage, the game could first determine the front/contact area between them. For example: ROMANS ████████████ ████████████ ████████████ ⚔ ████████████ ████████████ ████████████ ENEMY The unit would have a general combat target, while soldiers in the contact area would look for appropriate nearby enemies. This would allow the battle to look like individual soldiers fighting individually without requiring every soldier to make high-level strategic decisions. [h2]4. Individual Combat[/h2] Each soldier could still have: []Individual position []Health []Target []Attack behavior []Animation []Local movement Collision avoidance However, the UnitAI would remain responsible for the higher-level behavior: []Attack []Advance []Hold position []Retreat []Pursue []Change target Change formation The soldiers would execute those orders locally. [h2]5. Casualties and Formation Deformation[/h2] When soldiers die, the formation should not instantly rebuild itself into a perfect rectangle. Instead, gaps could appear naturally: ████████████ ████X███████ ████████████ Nearby soldiers could gradually adjust their positions, while rear ranks could move forward when space becomes available. This would preserve the visual feeling of a large group of individual soldiers while keeping the formation as the main organizational structure. [h2]6. Possible 0 A.D. Architecture[/h2] Conceptually, this could fit into a hierarchy such as: Army / Battalion | v FormationController | v UnitAI | v Individual soldier behavior | v Pathfinding / local movement The important point would be to avoid making every soldier behave like a completely independent strategic agent. Instead: Army/Battalion: high-level orders Formation: positioning and collective movement UnitAI: unit-level behavior and combat state Soldier: local movement and individual combat [h2]7. Why this could be interesting[/h2] This could potentially provide the visual and tactical feeling of Total War while retaining the faster group-level control of Rise and Fall. It could also be interesting from a performance perspective. Instead of: 1000 soldiers x 1000 independent high-level decisions x 1000 independent pathfinding operations the system could operate more like: 1 army order | 10 formations | 100 unit-level decisions | 1000 individual combat/movement behaviors The individual soldiers would still be visible and fight individually, but the expensive high-level decisions would be concentrated at the formation and unit levels. I think the interesting question for 0 A.D. is not necessarily how to create a completely new "battalion entity", but whether the existing FormationController, UnitAI and pathfinding systems could eventually support this kind of hierarchical control. This could give large armies a much stronger sense of organization without removing individual soldiers from the battlefield. ##### This is an alternative idea. I have other ideas for the organization; this would only work in battle formation. ####
  4. There was a guy named Enkeli who knew how to do that for AOE II. https://www.indiegogo.com/es/projects/enkelikuoleman/rise-of-kings-medieval-warfare He knows how to convert 3D models to Sprite models.
  5. If you've ever played with the militia in AoE III, you'll know that they're only there to raise a defense army very quickly and they die easily. It's the same here. https://ageofempires.fandom.com/wiki/Militiaman
  6. I don't know if it's already been posted, but you can listen to the audio in English. The platform here doesn't offer that option. https://vt.tiktok.com/ZSbfNLmvn/ I uploaded a small part of the video to TikTok.
  7. By the way, I think this one is in the mod but only with green feathers from the wings to the wings; there is another version of this bird with yellow plumage. https://en.wikipedia.org/wiki/Scarlet_macaw I don't know if @Lopess can confirm.
  8. I don't know if they'll be in any mod.
  9. https://en.wikipedia.org/wiki/Aridoamerica Aridoamerica
  10. The other important thing about another post is getting rid of surplus units. The units could also return to normal civilian status.
  11. There was an idea of selling slaves, but there was never one of selling ships or units. Except for donating units
  12. I think these ideas need to be followed up and then develop the idea in depth.
  13. I always take the time to read comments. That helps me then to comment here and brainstorm ideas and strategies. Many people, for example, might like to add a small city builder mode. I got here through the Google search engine. I came across images like these, armies in formation; I looked at this and it reminded me of Praetorians. The visual similarity of the images thrilled me.
  14. You have to move slowly, gradually appearing in the lists of mods and video games. Platforms like itch.io are very interesting.
  15. It would be interesting if the unique units could form "cohorts". Each cohort has its own number and generic name. Mostly to distinguish them. And that they can do the merge effect that in Total War (also in Europa Universalis: Rome). The merge effect involves combining cohorts with few soldiers and filling them to the maximum. In Total War, the best mods prioritized slow-paced combat. This allowed for realistic combat and better movement on the map. Mods like Europa Barbarorum, Or also Extended Cultures V. Rise of Fall CAW. "A formation can reach up to 64 soldiers". Here it would be 24. " The formation provides attack and defense bonuses."This should go not only in delenda est "The size of the formation also affects characteristics such as speed, attack, defense, and range".This combines 2 games 1 festure. Rise and Fall CAW and Europe Universalis Rome the Army movement. This proposal is very interesting.
  16. For some reason it reminds me of that RTS squad game that's futuristic. Starship Troopers They move like squadron-type battalions.
  17. We have undoubtedly played almost the same games; I even thought about a small simulation of trading places like in Caesar 3 and names for the destinations. This is imperator of Rome game. It reinforces my idea. About Raids: That's what happened with the raids in Stronghold II Crusader; raids would come from outside the map. Let me look for something and see if I can find it. There were random things happening on the maps.
  18. My problem with 0 AD is troop control and the behavior of unitAI.js It is literally a colossus of code and a Gordian knot. Many fear that the controls will make it less of an authentic RTS like the classics, but it is necessary to improve the control and behavior of the troops. Age of mythology feels better without having something so complex. Another idea I have is that priests can regenerate loyalty points upon capture. Priests are part of the identity and folklore of cultures; they tell myths and explain the will of the gods to their devotees. I think the game could have variations of the traditional game without becoming a mod.
  19. The game's fundamentals have definitely been altered. It's easy to build branches that can then bypass defenses and reach the Civic Center. In theory they should hold up, but not that much armor.
  20. If it's like a pirate society but on land, some groups are just as aggressive as a wasps' nest, while others are simply aggressive. But these are societies that can easily create an army. I remember reading about the Gallo-Romans; having many Celts in their composition meant they could have levy militia troops, and this was true even in the Middle Ages.
  21. I don't know if it's an RTS, but it looks interesting and cool.
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