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Proposition: Decrease projectile damage but increase firing frequency.


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when units receive a single point movement order, the destination of each units should be computed to be different and spaced enough from each other. this would go a long way towards avoiding unit overlap. also I could try a rewrite of unit pushing so that it is more configurable and effective, but there will be weird effects if many units are ordered to move towards the same points.

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2 hours ago, alre said:

when units receive a single point movement order, the destination of each units should be computed to be different and spaced enough from each other. this would go a long way towards avoiding unit overlap. also I could try a rewrite of unit pushing so that it is more configurable and effective, but there will be weird effects if many units are ordered to move towards the same points.

Age of Mythology did this quite well. If a bunch of villagers in that game, who do not use formations, even default ones, are tasked to a point they create a quasi or pseudo scatter formation and arrive at the destination in this configuration. This can be done in 0 a.d. when using the null formation. In addition, perhaps soldiers can travel in and arrive in a nice box formation, but not a battalion. Battalions only happen if an actual formation is selected as now.

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7 hours ago, alre said:

when units receive a single point movement order, the destination of each units should be computed to be different and spaced enough from each other. this would go a long way towards avoiding unit overlap. also I could try a rewrite of unit pushing so that it is more configurable and effective, but there will be weird effects if many units are ordered to move towards the same points.

Hmm thats a good idea. you could calculate the minimum distance from the destination a unit should achieve based on the number of units in the selection.

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