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

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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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      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

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    5. Game Modification

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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

    • Yes exactly. That's also what I was hinting to in my previous comment, and I was checking it and indeed : Melee eles champs : <Footprint replace=""> <Square width="4.5" depth="9.0"/> <Height>9.0</Height> </Footprint> Chariots : <Footprint replace=""> <Square width="11.0" depth="11.0"/> <Height>6.0</Height> </Footprint> Yet, they both are considered the same for pathfinder. "large". There is even only 2 type for land units, default and large. <!-- Unit pathfinding classes: --> <default> <Obstructions>pathfinding</Obstructions> <MaxWaterDepth>2</MaxWaterDepth> <MaxTerrainSlope>1.0</MaxTerrainSlope> <Clearance>0.8</Clearance> </default> <large> <Obstructions>pathfinding</Obstructions> <MaxWaterDepth>2</MaxWaterDepth> <MaxTerrainSlope>1.0</MaxTerrainSlope> <Clearance>3.0</Clearance> </large> That's doesn't seems very ideal. This Clearance should probably calculated dynamically from the unit footprint instead of set by a PassabilityClasses. I guess this was done because Clearance values are set arbitrarily by trial and error. Maybe @wraitii @Itms were part of the development of this at the time and could give us more info. Meanwhile I'll probably just add a class chariot for chariots and see if it makes things better (don't want to call it huge because I bet some mods already use it). I also got this bug a couple times and it pissed me off.
    • The next thing I will probably work on will be placement, making vassals spawn within random places around the map based on the number of players.  I can fix the resource thing after they are placed by placing some extra resources around them if they don't already exist. It's going to be harder to detect where important strategic areas are in each map though. One thing I really want to do, Is make sure the base AI in the game can also use them so they are compatible for single player. I'm not sure if the enemy AI will capture neutral/enemy buildings on their own, if so, then they are already compatible, however if they do not, the other option I'm thinking of is having the vassal town centres switch sides to their attackers at low life instead of being destroyed.
    • @Atrik I think the displacement (?) is just to big, maybe even bigger than elephant heroes. I frequently have chariots go around enemy settlements instead of straight through, because some shrub or something is blocking their path.
    • Probably just bad 'clearance' value for pathfinder, so trivial to fix. You could create an issue and attache a minimal replay on main with the bug happening that would very likely help someone to fix it.
    • I really wish movement of chariots were less of a shtshw. Here my hero can't reach the front line because he just can't get past that allied lumberjack. fn annoying.
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