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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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  • Topics

  • Posts

    • The problem with Praetorians is that it gets chaotic in combat; it's very arcade-like.
    • RTT's use small squads (4-10 units) instead of massive armies (hundreds in RTS). This makes pathfinding much more manageable, since the AI can calculate individual paths without overhead. The player orders the entire squad; the internal AI assigns roles (leader, flanks) and positions, preventing the player from micromanaging each soldier.     —According the AI. I more or less suspected this.   Explicit formations and position assignment Manual formation selection: Before moving, you choose types like Line (horizontal, ideal for trenches), Wedge (V for flanking), Column (for roads), Cover (compact but spaced), or Assault (adaptable). Each defines relative spaced offsets, distributing units automatically. "Spots" reservations: Upon arrival at the destination, each unit reserves its offset position (with random drift for organic variability), preventing overlaps. Squad leader: Calculates the main path (A* on a grid with clearance-based for variable sizes: infantry 1x1, tanks large). Predicts its future position (~2s ahead). Relative offsets: Other members calculate short/cheap paths (limited A* 50-100 nodes, every 0.5-0.75s) from their current position to an offset of the predicted leader. It compresses organically around obstacles (e.g., skirting rocks without much deviation). Clearance-based: Precomputes distances to obstacles; filters invalid paths by size (e.g., tank won't enter clearance <3), avoiding jams.
    • This would be very cool to have for the (eventual) campaign. A separate screen where you get to customize your elite troops from a battalion and choose several for a mission. Obviously, the inspiration would be how Warhammer 40k: Dawn of War did these (called squads in that game). We have a primitive version of that with the "Battalion formations" checkbox. The issue with that option (and why it's always ticked off in my game) is that you can't easily micro-manage the troops in a formation. You have some that are heavily wounded and you want to send them into a Temple? Well, you first need to disband the formation, otherwise all of your units are selected by default. In principle, I agree. If we double-down on spam economics where all you have to do is make more units that are at the same time your workers, then there is an advantage to forcing them into battalions. However, if we want to scale back on the spamming, the battalions are useless. So, in essence, it depends on what the main vision for the game is. What meta are we striving to? Also, because we have CS ranks, we'd need to figure out how experience gain affects the battalions. Is it individual, or will units in a battalion share experience and rank up at the same time?
    • I wish we had these before the discussion reg battalions so it can be decided based on how they work...
    • That would be a completely different game mode. You'd have to create entire battalions. Like in Battle for the middle earth. It would also resemble praetorians in that sense.   That's understandable. You would also need an AI that emulates the movement of an RTT. And that the formations maintain and fight in formation(single formation).    
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