wowgetoffyourcellphone Posted October 26, 2025 Share Posted October 26, 2025 5 Link to comment Share on other sites More sharing options...
Perzival12 Posted November 3, 2025 Share Posted November 3, 2025 What are you suggesting here? Link to comment Share on other sites More sharing options...
Obelix Posted November 5, 2025 Share Posted November 5, 2025 I totally got off my cellphone when watching this video. Thank you very much for sharing this interesting piece, @wowgetoffyourcellphone! With upcoming questions on pathfinding issues (e.g. #8506), the 11:45 minutes long video 'RTS Pathfinding Explained (and Why It Feels So Good When It Works)' by YouTube channel PlayZeroSpace gives inspiration, what could be the scope of the further development. Quote from the video description: Quote In this video, I’m breaking down how RTS pathfinding and crowd simulation work together - and why it’s one of the hardest problems in real-time strategy games. Link to comment Share on other sites More sharing options...
ffm2 Posted November 5, 2025 Share Posted November 5, 2025 The video was nice to watch. But this one is less nice to watch: With this one can capture way faster buildings because the units don't need to surround the building but can just capture in a cluster. Normal behavior without formation: cap_no_formation.mp4 With no override setting + formation capture: cap_no_override.mp4 This is especially annoying if you carefully block the building and only have a small part of it exposed. Or 2 players are in one base and can capture within some seconds a cc. 2 Link to comment Share on other sites More sharing options...
Atrik Posted December 21, 2025 Share Posted December 21, 2025 Screencast from 2025-12-20 22-10-37.webm Screencast from 2025-12-20 21-52-26.webm More organic formation movements for 0AD! 7 2 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 21, 2025 Author Share Posted December 21, 2025 Those are very good improvements indeed. 1 Link to comment Share on other sites More sharing options...
Atrik Posted March 24 Share Posted March 24 (edited) Screencast+from+2026-03-24+01-51-27.webm Would be nice along with some charging mechanics. Edited March 24 by Atrik 4 2 Link to comment Share on other sites More sharing options...
Arup Posted March 24 Share Posted March 24 8 hours ago, Atrik said: Screencast+from+2026-03-24+01-51-27.webm 9.78 MB · 1 download Would be nice along with some charging mechanics. I know you have OCD for formations,I just can't prove it that aside, this is a very smooth very nice movement of formations. I have a stigma against using formations mainly because of (obviously) that "dumb troops keep going ahead and die" bit also because the formations are feel so,so SO un-smooth this is also historically accurate,as one of the main points of wedge formation is that the one ahead will be the captain, and the ones behind simply need to follow his lead and move exactly as he does, therefore being almost instantaneous "command orders" of that era 1 Link to comment Share on other sites More sharing options...
Perzival12 Posted March 24 Share Posted March 24 6 hours ago, Arup said: I know you have OCD for formations,I just can't prove it that aside, this is a very smooth very nice movement of formations. I have a stigma against using formations mainly because of (obviously) that "dumb troops keep going ahead and die" bit also because the formations are feel so,so SO un-smooth this is also historically accurate,as one of the main points of wedge formation is that the one ahead will be the captain, and the ones behind simply need to follow his lead and move exactly as he does, therefore being almost instantaneous "command orders" of that era About formations, I almost never use them because when you order your soldiers to attack the formation automatically disbands, no matter how far away the enemy is. It would be nice to either: A: make it so that formations must be manually disbanded, otherwise they fight in formation (at least some formations should work like this, like the Phalanx) B: units stay in formation until an enemy is in sight, then they disband (not historically accurate for most formations, like the Phalanx). 1 Link to comment Share on other sites More sharing options...
Deicide4u Posted March 24 Share Posted March 24 I use formations only to group my army better before the attack. Note that there are some serious bugs with formations. If you add an unit that is very far away, the entire formation stops and waits for that unit to get near. Also, if you attack move with the formation active, only some of your units will move in to attack. Link to comment Share on other sites More sharing options...
AlexHerbert Posted March 24 Share Posted March 24 15 hours ago, Atrik said: Screencast+from+2026-03-24+01-51-27.webm 9.78 MB · 1 download Would be nice along with some charging mechanics. That looks very well 1 Link to comment Share on other sites More sharing options...
Atrik Posted March 24 Share Posted March 24 5 hours ago, Perzival12 said: make it so that formations must be manually disbanded It's buggy but there is a setting for this to happen. Options > Game Session > Formation control > No override 1 1 Link to comment Share on other sites More sharing options...
Perzival12 Posted March 24 Share Posted March 24 1 hour ago, Atrik said: It's buggy but there is a setting for this to happen. Options > Game Session > Formation control > No override I tested that, while units stay in formation as they walk, they still break formation when they attack. It would be nice if they rigidly kept at least the Phalanx, as that’s more historically accurate than walking in the phalanx and then breaking formation. Link to comment Share on other sites More sharing options...
Stan` Posted March 25 Share Posted March 25 Yeah but it's not implemented Link to comment Share on other sites More sharing options...
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