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0 A.D. Release 28: Boiorix

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Re: 0 A.D. Release 28: Boiorix

#51

Earlier quoted context omitted.

> I don't see why units need pathfinding anyway. I'm sorry but huh? It's a RTS game, aren't moving units around on the map kind of a fundamental part of the genre and this game? > Realistically soldiers should head in the right compass direction and hope for the best If you implement unit movements in a RTS like this, they'll get stuck half the time you ask them to move anywhere, unless you want micromanagement of un…

Yes, but if you were that unit, would you get stuck in a corner, or would you persist in trying to find your destination? I suppose if you make it all the way to the target, you've accomplished pathfinding of some kind, by definition, sure. But an algorithm to avoid getting stuck doesn't have to be "pathfinding" as in an expensive algorithm to find a complete path right away.

Well, depending on how you implement it, there might not be any way of getting unstuck, imagine a wall that is 3/4 circle for example, with a small opening, could it escape with that sort of naive algorithm? Players tend to be kind of sensitive to "stupid unit movements", and not having pathfinding is a great way of triggering that feeling in every play session.

Re: 0 A.D. Release 28: Boiorix

#52
post #46
post #29

Earlier quoted context omitted.

This is one of the problems that BAR solves beautifully - a player could leave and rejoin later and the game would continue running just fine. An existing player can choose to take their stuff or not, or take it and give it back when the player rejoins. Truly elegant.

What is BAR?

[deleted]

Re: 0 A.D. Release 28: Boiorix

#53

Earlier quoted context omitted.

Yes, but if you were that unit, would you get stuck in a corner, or would you persist in trying to find your destination? I suppose if you make it all the way to the target, you've accomplished pathfinding of some kind, by definition, sure. But an algorithm to avoid getting stuck doesn't have to be "pathfinding" as in an expensive algorithm to find a complete path right away.

Well, depending on how you implement it, there might not be any way of getting unstuck, imagine a wall that is 3/4 circle for example, with a small opening, could it escape with that sort of naive algorithm? Players tend to be kind of sensitive to "stupid unit movements", and not having pathfinding is a great way of triggering that feeling in every play session.

There certainly are naive ways, although whatever I suggest here will be poorly thought out and will lead to the next problem. But OK, I suggest a scent trail. Each unit paints where it's been and prefers not to go that way again. Then of course it could paint itself into a corner, so it needs a local-maximum-busting strategy too, which probably means marching off in an arbitrary direction to see if it gets unstuck.

This would be behaving like a caged animal, and in a game, that's good, and better than a smarter algorithm. You don't want them to be idiots, but you don't want them to be magic, either.

The old "follow the left-hand wall" maze-solving strategy is another naive way to get out of a trap. It's not fun gameplay, but it's naive and it exists, so better naive strategies do too.

Re: 0 A.D. Release 28: Boiorix

#54

Earlier quoted context omitted.

Yes, but if you were that unit, would you get stuck in a corner, or would you persist in trying to find your destination? I suppose if you make it all the way to the target, you've accomplished pathfinding of some kind, by definition, sure. But an algorithm to avoid getting stuck doesn't have to be "pathfinding" as in an expensive algorithm to find a complete path right away.

Well, depending on how you implement it, there might not be any way of getting unstuck, imagine a wall that is 3/4 circle for example, with a small opening, could it escape with that sort of naive algorithm? Players tend to be kind of sensitive to "stupid unit movements", and not having pathfinding is a great way of triggering that feeling in every play session.

When you get stuck, try random directions. That's what my robot vacuum does.

Re: 0 A.D. Release 28: Boiorix

#56
post #20

I love 0 A.D., and I’m endlessly grateful to all the developers and volunteers who made it happen. Your dedication and skill deserve a monument — my genuine admiration. I install it every few years, and it’s always a blast, somehow, and I do not know why I never do more than experiment with it.. Gameplay-wise, I find that Beyond All Reason is, as far as open-source RTS games go, a few orders of magnitude more fun and…

I haven't played Beyond All Reason but looking at the system requirements I'm not surprised it is more fulfilling. 0 A.D. runs on a potato if you look at it threateningly, which makes it a good option to have on a throwaway machine for kids or somesuch.

Those are lowball system requirements too.

You can easily play or spectate a low-unit count game of BAR on any decent 2010+ quad core.

Such a computer won't allow you to play 8v8 that goes into the late-game stage. Sometimes not even 4v4 or 2v2 with players scaling to high unit counts. Some players try anyway. Ignoring player disconnections, half the drama of large-scale games is the one player who's lagging because they're on a potato computer. If the sim doesn't lag, the game will at least be down to single-digit fps.

That means you can't really play multiplayer comfortably, at least not beyond 2-4 players.

For that, you need a recent ryzen or intel. I'd estimate recent as post-covid.

I don't know what combination of things is important; there's larger cpu caches, faster sustained CPU frequencies (TDP and cooling matter there), hardware mitigations for speculative execution bugs, faster ram, resizeable BAR support... but in my experience going from a 6-core skylake-era cpu to a ryzen 9xxx, with the same gpu, made a massive difference. I saw no massive improvement going from a 4-core 2010-era cpu to a 6-core skylake-era cpu; I'd classify both as potatoes for BAR purposes.

Re: 0 A.D. Release 28: Boiorix

#57
The devs clearly put in a lot of effort. I'm a little surprised no one's created a campaign yet. I love the game anyway, just seems less effort and more fun to create a campaign (of course a different thing to keep the campaign balanced and up-to-date with new releases).

Re: 0 A.D. Release 28: Boiorix

#58
post #6

0ad is a fun game but the last few times I have tried to play it with my friends it lagged very bad once a few units were moving around. I actually was able to get it to play kind of normal by hacking the pathfinding code to give up after a fixed iteration count that was low. It worked kind of, but broke path finding a lot, obviously. The crux of the issue is that their simulation is single threaded. It's a complicat…

AFAIK one of the reasons they held onto 'alpha' for so long was that this network lag issue for internet based play was a big known and hard to address issue. I'd def be trying again since they've come out of alpha with this release.. a huge deal for a game that is so many years in development.

Also, we've always played the game as in-person LAN, and for the most part the lag has been just fine. Only for really huge end of game final battles with the screen packed with troops did it lag out for us, but being free and all, we'd often gather around one monitor and talk crap at each other while we waited for it to clear up.

Good times.

Re: 0 A.D. Release 28: Boiorix

#59
post #40
post #26

Earlier quoted context omitted.

An RTS where you could only swap between FPV views of each of your units would be fun. Or at least different. Savage II but there is only 1 player per team, and no overhead view. And you can wrench control from a bot at any time.

Sacrifice is a brilliant RTS where the commander (a summoner mage of sorts) participates at the ground level.

So that's name of that game, I've been trying to remember that game I played briefly as a kid, which in my hazy memory seemed quite fun. Thanks, will give it a try when it goes on sale.

Re: 0 A.D. Release 28: Boiorix

#60
post #36

This game started slow for me many years ago but I now absolutely love this game. Not just because of all the open source effort that has gone into it, because of the strategy. You have to make yourself vulnerable to get stronger. Wanna grow fast? Train workers who can't fight, but are resource efficient to make. Risk being badly weakened if getting attacked, for the benefit of the workers giving you much more resour…

Ya I don't really get elephants. They seem way too strong and always win. What is the effective elephant-counter?
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