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Implementing forces in Unit Motion (HELP WANTED)


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15 hours ago, guerringuerrin said:

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. 

 

lol, this video makes you realize what a vast improvement this is :D

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On 21/09/2026 at 2:56 PM, Atrik said:

Unfortunately it's mainly modifications to the game engine itself, meaning it's not possible to wrap into a mod. But I can help out by providing a couple of demo videos for you : (I had to compress the videos)

 

   

 



For testing you will need to know how to compile the game. Which makes things difficult I'm aware.

What a blessing to be able to see those mechanics. 

Can I upload this to TikTok?

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17 minutes ago, Nicolaus_von_Kues said:

Can I upload this to TikTok?

There is no IP on anything here so you can do whatever you want. ^_^

Just note that this is not merged yet so we don't know for certain when it will be part of the game.
It is tested (thanks to those who did!) and ready for next release but the timeline is tight so it really depends on if someone awesome pick it up for review.

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23 minutes ago, Atrik said:

It is tested (thanks to those who did!) and ready for next release but the timeline is tight so it really depends on if someone awesome pick it up for review.

I don't know how things work exactly, but would have expected that at some point things like these would be added to the community mod (or whatever) for more people to test (since not many build), for then to go through review to be added to the next release? Or maybe I swapped the order of things in the middle.

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