Atrik Posted Thursday at 20:06 Share Posted Thursday at 20:06 (edited) These are videos from a current work in progress to implement different forces into unit motions, like inertia, knockbacks and charge attacks! The values would be very customizable in unit templates for mods too! Screencast+from+2026-06-04+23-57-24.webm Screencast+from+2026-06-18+18-01-22.webm Screencast+from+2026-06-18+17-53-13.webm Edited Thursday at 20:08 by Atrik 7 2 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted yesterday at 08:36 Share Posted yesterday at 08:36 That ship one is sick. 1 Link to comment Share on other sites More sharing options...
Thalatta Posted yesterday at 09:59 Share Posted yesterday at 09:59 Indeed it looks good, although infantry seems to be moved less than it should on the first video, and the ship way more than it should. I’d reduce the "mass" of infantry (I guess it’s not really possible to throw some to the ground or send someone flying from time to time? :P), and increase it quite a lot for the ship, along with greatly increasing the "dampening" effect of water. Ships getting cramped and not able to break off was a thing, and a weakness for ramming ships, which needed some space to accelerate for ramming, and didn’t transport a lot of soldiers not to be slow, making them vulnerable to boarding in those situations. Link to comment Share on other sites More sharing options...
Emacz Posted yesterday at 10:03 Share Posted yesterday at 10:03 templates for mods too! Link to comment Share on other sites More sharing options...
Atrik Posted 23 hours ago Author Share Posted 23 hours ago 3 hours ago, Thalatta said: Indeed it looks good, although infantry seems to be moved less than it should on the first video, and the ship way more than it should. I’d reduce the "mass" of infantry [...], and increase it quite a lot for the ship, along with greatly increasing the "dampening" effect of water. Ships getting cramped and not able to break off was a thing, and a weakness for ramming ships, which needed some space to accelerate for ramming, and didn’t transport a lot of soldiers not to be slow, making them vulnerable to boarding in those situations. Noted but for the videos, the unit template parameters are for the "demo". The balancing of it all will be a task on it's own , my focus at the moment is to put the features out there as most of them would be optional (so disabled/absent from unit motion). 3 hours ago, Thalatta said: I guess it’s not really possible to throw some to the ground or send someone flying from time to time? It could be possible with not too much work on the code side, now that a lot of the structure is already there. But it also require a proper animation, else would look too weird. So that's for another time.. You can note that the boat receiving the blow in the video almost seems animated here but really it's just "hacked" with some rolling motion. 1 1 Link to comment Share on other sites More sharing options...
Lopess Posted 19 hours ago Share Posted 19 hours ago 4 hours ago, Atrik said: You can note that the boat receiving the blow in the video almost seems animated here but really it's just "hacked" with some rolling motion. When I saw this, it raised a real question for me! 1 Link to comment Share on other sites More sharing options...
Thalatta Posted 19 hours ago Share Posted 19 hours ago (edited) 4 hours ago, Atrik said: You can note that the boat receiving the blow in the video almost seems animated here but really it's just "hacked" with some rolling motion. That effect is really well done, did you use a trigonometric function to obtain its positioning, or am I just, as usual, overthinking? I was thinking, if the game has some choppy oceanic waters at some point, that could become handy. Besides, that could give different advantages to ships, since Mediterranean ships weren’t ocean-going, unlike northern Celtic ones. Edited 19 hours ago by Thalatta 1 Link to comment Share on other sites More sharing options...
Atrik Posted 18 hours ago Author Share Posted 18 hours ago 45 minutes ago, Thalatta said: That effect is really well done, did you use a trigonometric function to obtain its positioning, or am I just, as usual, overthinking? We use one trigonometric function to determine the hit angle and deduct the amount transferred as angular velocity and add the force to right direction. 47 minutes ago, Thalatta said: I was thinking, if the game has some choppy oceanic waters at some point, that could become handy. Besides, that could give different advantages to ships, since Mediterranean ships weren’t ocean-going, unlike northern Celtic ones. It's a really nice suggestion that I like, I don't know how animating "choppy oceanic water", it would require to implement a terrain-dependent bonus or effects, then adding the force would be easy now. However i like it, not sure about what would be the timeline to even have the features enabling this. 1 Link to comment Share on other sites More sharing options...
nifa Posted 15 hours ago Share Posted 15 hours ago The ship collision is cool. Could both units be affected, so the attacker gets a little backlash too? With this maybe we can have naval capturing soon, with two ships dragging side by side for boarding. 1 Link to comment Share on other sites More sharing options...
Atrik Posted 1 hour ago Author Share Posted 1 hour ago 14 hours ago, nifa said: The ship collision is cool. Could both units be affected, so the attacker gets a little backlash too? It does in the video, but there are reasons why it end up just slightly slowing down the attacker. Now taking a step back from what I did empirically and reading the comments, I might just rethink some aspects that would address some defects like this one. 14 hours ago, nifa said: With this maybe we can have naval capturing soon, with two ships dragging side by side for boarding. Would be very nice, yes more realistic movements and collisions would make a boarding mechanic interesting. Link to comment Share on other sites More sharing options...
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