Arcade Movement: Deceleration is for nerds.

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Author: WillAitch

Last revision: 7 Jun, 2020 at 13:32 UTC

File size: 842.75 KB

On Steam Workshop

Description:
Made for the CnC 2020 Modding Jam in under a week.

https://tw-modding.com/mod-jam/

What’s this?

Welcome to this little brain bug that I haven’t been able to get out of my head. This mod actively tries to cut down on the simulatory bits of units moving around and bumping into each other in exchange for snappy responsive* zooms.

*To a certain definition of snappy and/or responsive

I could go on and on about how it achieves this but I think it’s best to just drop a feature list here.

What exactly does it do?
  • disables regular hit reactions. (Units can skill be knocked by splash attacks.)
  • Units no longer use turning animations, but instead turn near instantly by spinning on the spot.
  • Units have no minimum speed for turning, allowing cavalry and chariots to spin on the spot.
  • Unit contact never causes knockback or knocked flying animations, only knock down.
  • Units no longer decelerate allowing them to react instantly to new move orders.
  • Units that are infantry sized do not accelerate, but instantly transition to moving at their top speed.
  • Units never slow down below their regular top speed to allow other entities to catch, instead the other entities are allowed to speed up more to return to formation.
  • Units that are knocked down have no delay before getting up.
  • Units that are knocked down instantly cease having soft collision, allowing other units to pass through knock down entities without losing as much speed.

How compatible is this with other mods?

Not very!
This overrides all the unit battle entities and several key physics rules. So don’t expect it to work at all with any mod that adds units or rebalances them!

Does this mean you’ll start modding again?!

Nope!

Links

CnC modding discord [discord.gg]
TW modding resources site [tw-modding.com]