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0 A.D. Release 28: Boiorix

play0ad.com

31–40 of 123 posts

Re: 0 A.D. Release 28: Boiorix

#32
post #26

Earlier quoted context omitted.

Two thousand years ago they'd barely have maps, I don't see why units need pathfinding anyway. In the Age of Empires series it had bizarre effects, like you could steer an enemy army around by building a wall across a forest path, forcing them to take a different path to their target (your base), since they apparently saw the wall with their psychic powers. Realistically soldiers should head in the right compass dire…

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.

Isn't this Mount and Blade?

Re: 0 A.D. Release 28: Boiorix

#33
post #26

Earlier quoted context omitted.

Two thousand years ago they'd barely have maps, I don't see why units need pathfinding anyway. In the Age of Empires series it had bizarre effects, like you could steer an enemy army around by building a wall across a forest path, forcing them to take a different path to their target (your base), since they apparently saw the wall with their psychic powers. Realistically soldiers should head in the right compass dire…

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.

Battlezone and battlezone 2 [0] were great for this. Many hours lost, even if bz2 was a buggy mess on release. It was also one of the first faves to really have a missing community.

[0] https://en.wikipedia.org/wiki/Battlezone_(1998_video_game)

Re: 0 A.D. Release 28: Boiorix

#34
post #26

Earlier quoted context omitted.

Two thousand years ago they'd barely have maps, I don't see why units need pathfinding anyway. In the Age of Empires series it had bizarre effects, like you could steer an enemy army around by building a wall across a forest path, forcing them to take a different path to their target (your base), since they apparently saw the wall with their psychic powers. Realistically soldiers should head in the right compass dire…

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.

It was the dream but any game that tried was always disappointing.

Re: 0 A.D. Release 28: Boiorix

#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 resources to then raise an army.

Also watch out for the elephants!

Re: 0 A.D. Release 28: Boiorix

#37
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…

Two thousand years ago they'd barely have maps, I don't see why units need pathfinding anyway. In the Age of Empires series it had bizarre effects, like you could steer an enemy army around by building a wall across a forest path, forcing them to take a different path to their target (your base), since they apparently saw the wall with their psychic powers. Realistically soldiers should head in the right compass dire…

Typical armies usually had, if not maps, reliable intelligence and guides. "we've heard this chokepoint is heavily defended" would indeed be a common reason for routing around.

It would be even fancier if there was some logic to take into account the position of your mobile units as well - for example, to avoid massed troops except in favorable conditions.

Re: 0 A.D. Release 28: Boiorix

#40
post #26

Earlier quoted context omitted.

Two thousand years ago they'd barely have maps, I don't see why units need pathfinding anyway. In the Age of Empires series it had bizarre effects, like you could steer an enemy army around by building a wall across a forest path, forcing them to take a different path to their target (your base), since they apparently saw the wall with their psychic powers. Realistically soldiers should head in the right compass dire…

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.
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