Edited by billt79, 22 April 2012 - 11:31 PM.
Suggestion: search and destroy option and scouting options, and upnp.
#1
Posted 22 April 2012 - 07:03 PM
#2
Posted 22 April 2012 - 09:12 PM
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#3
Posted 22 April 2012 - 09:37 PM
Jonathan Waller [ aka quantumstate ]
Wildfire Games AI Scripter
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#4
Posted 22 April 2012 - 09:40 PM
#5
Posted 23 April 2012 - 03:51 AM
quantumstate, on 22 April 2012 - 09:37 PM, said:
+1
Can be annoying for very large maps to have to follow a cavalry unit in order to find the remaining enemy workers.
#6
Posted 23 April 2012 - 05:20 AM
quantumstate, on 22 April 2012 - 09:37 PM, said:
Wildfire Games Programmer
E-mail: fcxsanya at wildfiregames dot com
#7
Posted 23 April 2012 - 06:21 AM
fcxSanya, on 23 April 2012 - 05:20 AM, said:
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
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#8
Posted 23 April 2012 - 06:46 AM
feneur, on 23 April 2012 - 06:21 AM, said:
Wildfire Games Programmer
E-mail: fcxsanya at wildfiregames dot com
#9
Posted 23 April 2012 - 10:31 AM
feneur, on 23 April 2012 - 06:21 AM, said:
If you insist on having stances I agree. I really think it will be really, really hard to make the units perform their work well though. There will be lots of possible combinations of stances, orders and formations and even different unit types may require different behavior to make sense (like foot melee versus mounted ranged with min. range).
My latest comment to this issue can be read here.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#10
Posted 23 April 2012 - 02:27 PM
FeXoR, on 23 April 2012 - 10:31 AM, said:
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
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#11
Posted 23 April 2012 - 04:38 PM
FeXoR, on 23 April 2012 - 10:31 AM, said:
If you insist on having stances I agree. I really think it will be really, really hard to make the units perform their work well though. There will be lots of possible combinations of stances, orders and formations and even different unit types may require different behavior to make sense (like foot melee versus mounted ranged with min. range).
My latest comment to this issue can be read here.
Ah well, either way, I still think there is a value for stances. I think there might be reason to differentiate melee infantry/ranged infantry/cavalry speed even more though running should change a bit once we have it, that way cavalry should be able to get close enough to fleeing infantry units etc. And I don't think the unit type issues are mostly related to stances anyway. Perhaps part of the issue is that we try to have units be too exact? I.e. if archers would fire even if it's not 100% sure they would hit their target it's probably more likely they will actually hit something than if they're moving around to get to where they'd perfectly hit the unit they're trying to hit. Either way I'm almost starting to lean towards Michaels old pet idea of using battalions for everything =) Most of the unit behavior issues seems to stem from the the way individual units interact
Erik Johansson [ aka feneur ]
Wildfire Games
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#12
Posted 23 April 2012 - 05:40 PM
feneur, on 23 April 2012 - 04:38 PM, said:
But only if I cannot persuade you to drop stances... And I think that is a sure thing.
feneur, on 23 April 2012 - 04:38 PM, said:
feneur, on 23 April 2012 - 04:38 PM, said:
feneur, on 23 April 2012 - 04:38 PM, said:
Exactly! Units in range -> Fire! Target runs away but still a target in range -> Change target and fire! Though I don't get what that has to do with 'being exact'... It has something to do with maxing the damage output and after units focus on firing instead of running here and there than damage bonus and armor can be taken in account. If no one deals damage the unit behavior is obviously not that effective.
feneur, on 23 April 2012 - 04:38 PM, said:
I don't really know what this would be... If it's similar to armies in 'The battle for middle earth' plz. don't! It reduces the damage dealt and the players influence on the units further.
Lion.Kanzen, on 23 April 2012 - 04:57 PM, said:
I have no problems with a scout can be killed. I have a problem that the scout don't listen to my orders that would save him!
Edited by FeXoR, 01 May 2012 - 07:02 AM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#13
Posted 23 April 2012 - 06:14 PM
Lion.Kanzen, on 23 April 2012 - 05:58 PM, said:
A ranged unit will not attack and maybe kill the melee fighter charging him?
A melee fighter will not hit the enemy unit standing right next to him but try to reach an archer attacking him though he has to go through a battalion of enemies for that?
When giving the retreat order a unit far away from the enemy will not backup the retreat of his battalion but charge back into the enemy?
Sorry but I doubt that. It's not so much about not following the orders. If they would do something more effective than I have told them everything would be fine and I'd say 'Whow!, really nice!'. But its horrible inefficient. All of the units behavior. Starting with gathering: If a source runs out they don't seek the source nearest to the building they bring the resources to but nearest to them at the time the old source runs out... and wind up in enemy territory...
Edited by FeXoR, 23 April 2012 - 06:28 PM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#14
Posted 23 April 2012 - 06:33 PM
Lion.Kanzen, on 23 April 2012 - 06:27 PM, said:
other occasionally bug are when melee units don't want attack to civ centre they marching but after they go to starting position.
Yes, 1st and 2nd (not going into temple/save location) are because of the default aggressive stance. It's not a bug, it is meant to be like that by default (and I don't think thats a good idea). You can change the stance to defensive or passive for better behavior in this situation (but that doesn't really mean they will go there as fast as possible).
I didn't get the last part though, sorry...
Edited by FeXoR, 23 April 2012 - 06:54 PM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#15
Posted 23 April 2012 - 07:08 PM
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I think auto explore/search and destroy should be continued after units auto attacked something due to an offensive stance.
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Either way I think at least part of the problem (apart from the absence of a priorities system - that would prioritize direct player orders over stance effects etc) is that melee infantry is too fast =) At least as far as I understand it, historically speaking melee infantry shouldn't really be able to even get close to moving ranged infantry (apart from the units which are both melee/ranged), but rather have enough armor to withstand quite a few ranged attacks, to hunt down ranged infantry cavalry should be used.
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This should be fixed yeah
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Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
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#16
Posted 23 April 2012 - 08:30 PM
feneur, on 23 April 2012 - 07:08 PM, said:
I have problems to get everything straight in multi reply posts, too
But I fear the question I have to ask here is: Why do you want stances at all? What are you expecting from them?
I never was thankful for stances in any game I played. If AoE II had attack-move instead of stances it would have been better IMO.
feneur, on 23 April 2012 - 07:08 PM, said:
I'm sorry. but it isn't like that. If the aim of the formations or it's actual state would be as you say to hold the units together as a bunch it would be a good thing because no single unit runs into the enemy and gets killed before the battle really started. That I would call it a 'glue' functionality that does not need a predefined shape at all. Warcraft 3 had it and I sometimes used it though you better turn it off if you flee. It's more like birds flying together but the shape changes. Mainly the unit closest to the target walks calm and the unit far away hastes to keep up with the others. To have such thing as an option (!) would be nice to have.
But as is now units move to a somehow defined center (center of mass? Am I assuming something here
feneur, on 23 April 2012 - 07:08 PM, said:
Well, I don't agree. For me there are only two options: 1: A player gave the order 2: The unit was idle and the unit AI took control over the unit.
And since the player clicked the button its a player command from my point of view.
feneur, on 23 April 2012 - 07:08 PM, said:
I think stances shouldn't interact with any player given orders. It should be an 'AI configuration' option exclusively. And in this case I ask myself: Why not make a unit AI capable of handling most situations well instead of adding multiple unit AI behaviors with each working well in less situations? That would be something like aggressive but before moving checking if any easier to reach target is present (for example the unit right next to the fleeing one). So I ask you to at least add a stance that acts as I suggested. Let the player decide what he likes most.
feneur, on 23 April 2012 - 07:08 PM, said:
Thats easy! Add a formation that applies the order to every unit separately: Something like a 'non-formation formation'
That ranged foot units are in general faster than melee foot units makes sense since they wore less armor and no shield. Still I think ranged can (but don't have to) attack close targets. I haven't fully made up my mind about that but melee units with piercing attacks or mixed pierce/hack attacks are quite useless for my gameplay already and that would reduce there power further...
And I think it would be really nice if the player could set default stances/formations before the game as a player option.
I just don't know how the final behavior is planned, so I cannot say much about it. I only don't see the needs for stances/formation/non-siege min. range/attack priorities/ attack boni/attack preventions. All of that can be done with unitAI, attack-move and armor/damage types IMO or has no actual gameplay value to me.
Edited by FeXoR, 23 April 2012 - 09:11 PM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#17
Posted 23 April 2012 - 11:12 PM
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But as is now units move to a somehow defined center (center of mass? Am I assuming something here ) to shape a specific form. So it seams (!) to me that its not a gameplay feature at all... it's a visual feature or a feature simulating massive troop movement as is was back then and that would be a style feature IMO. And that's where we are back to the starting post of this topic.
Hmm, we're talking about the same thing with different words
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There is a "scatter" formation (might use another word, I'm too tired right now to check exactly what it is, might be loose
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And since the player clicked the button its a player command from my point of view.
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I don't think it's possible to create a unit AI that can handle all situations good enough, mostly because it cannot know what your plans are. (And here comes some deeper/better arguments for stances as a whole than above
In another case you might be near your enemy, but don't want to provoke the enemy units to attack yet as you don't have enough units. The enemy units might be just out of sight of your units most of the time, but moving around gathering resources etc, and the enemy player hasn't paid any attention to your units yet (say you have units with greater LOS or he just hasn't looked at that part of the map for a while, either way once his units are attacked he will get a notification and will be aware your units are near). In this case it could be fatal to have your units attack the enemy units before you has had the chance to move more troops there to make a greater assault at a time, so you place your units in passive stance where they don't attack. A short while later your main force is near and you order the mass of ranged units to attack the unsuspecting enemy (a direct player order should of course override the passive stance and while the units attack you can change to e.g. aggressive, or defensive if you don't want your units to move too close to the towers the enemy has built closer towards the center of his camp, but not yet near his resource gatherers where you attack).
Or you might be in the middle of a battle and want to have your ranged units keep attacking any enemy getting close enough too get within range, but not move closer (especially not past the protection of your melee units) and get killed by the enemy units, nor move further away and not be able to attack units that get closer, you put them in stand ground mode and they stay where you put them.
Etc, etc. My point is that I seriously doubt that a completely automatic system would be able to handle all possible cases/human plans. Take for example the last situation, maybe it's possible to create a system that can take care of the ranged units well enough to do that, but you might want them to be more aggressive and attack the enemy at closer range even though it means an almost certain death of them. Perhaps because you want to fool the other player that you're a beginner or desperate, while in fact you're just making him focus his attention on this fight while you're moving in another, larger, force from another direction/in another place where he doesn't expect it. A stances system is a way to give the player more control over how his units behave rather than less (though it currently works in the opposite way as stances takes priority over player orders, something I don't think they should
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enemy units further away but still within range/LOS. Apart from that there should be another priorities system so e.g. melee never attacks ranged units (unless by direct player order), cavalry prioritizes ranged infantry, ranged infantry prioritizes enemy melee infantry. And apart from that there should be the stances which should define e.g. whether the units follow enemy units far away or not, whether they stand still even while attacked etc. In other words, even if set to aggressive units should still attack an enemy unit they have a greater chance to defeat, the stances should just define e.g. how far they pursue them/whether they attack at all.
(Phew, that was a lot of text, hope it all makes sense. I hope I haven't left any unfinished sentences/points somewhere, if so I blame them on being tired and ask that you'll require me to explain myself tomorrow
Erik Johansson [ aka feneur ]
Wildfire Games
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#18
Posted 24 April 2012 - 09:59 AM
feneur, on 23 April 2012 - 11:12 PM, said:
feneur, on 23 April 2012 - 11:12 PM, said:
If you do this I think it would be a good idea to have a button that ties the units together.rather then tying them just by selection. Afterwards the single unit cannot be selected but only the formation as the whole. Another button could split the formation into single units again. If the damage is split to all the units in a formation it will be quite overpowered because focused fire will not work against them any more (and it's unrealistic btw.). I don't mean I'm totally opposed to this idea, I just want to say that. It would be more realistic if the 'surface' of the formation would cycle injured or tired units with fresh units from the center. Dealing damage together is even more overpowered and exactly the opposite of what would happen if there where no 'together behavior' but only the shape was hold (I will assume now what that could mean because I don't know better): The units all can deal damage though the number of units at the surface (for a square only squareroot of the number of units) is quite low (and so in reality most could not attack). It seams to me (yes I am assuming again, what can I do
There are 3 ways that could make formations effective witch come to my mind:
- Treating a formation generally as one big unit as you (or Michael) suggested: Most unrealistic and overpowered but simplest to implement I think. Feels to me like forcing the issue though.
- Keeping the units together in a well defined shape and make this as efficient as possible (e.g. cycling the outer units and heal the wounded inside): More realistic but still not effective enough. You'd still have to add damage or armor bonus (Armor would be more realistic due to shielding each other) to make up for the loss on surface and with it the loss of potential damage of melee fighters. That would be harder to implement though I think.
- The second method with an added moral (less moral -> less damage) and stamina system: Most realistic (see below). As hard to implement as the second idea and additionally a moral system to implement.
I think psychology was the main advantage of formations. In battle the own soldiers was surrounded by allies making them feel save. The enemy sees a big thing coming against them that laughs about (yes, assuming) ranged attack (though still they did damage but in the massive amounts of units it could not really been noticed. Neither for the allays that a friend has fallen/was injured, not to the enemy that their efforts had a result). With a veteran motivating the own troops and the troops believing (in) him because he won battles already. The enemy units (the prouder the better) feel provoked and go into melee combat. If you had a phalanx? (I think. Short sword, pilum, shield) the pilum was used to disarm the enemy shields and then mainly shielding each other and piercing through the gaps with the short sword. Spears in the second line was used against mounted enemies. Wounded soldiers was drawn from the front and replaced with fresh soldiers. That didn't only led to better performance per meter of the outline of the formation but also leaves only dead enemies on the front line - psychology again.
When the Huns and later the Mongols came that didn't let themselves be provoked and often ambushed this strategy lost its main value. Later knights (moralized by a high social status) with heavy horse breast plates crushed the lines of the enemies though the maintenance of a knit was quite high.
When bows got better and arrows reached a maximum momentum to break full body armors and shields the time of the knights came to an end... and so on...
Just a little story and why I think formations had no big physical value but mainly a moral impact.
feneur, on 23 April 2012 - 11:12 PM, said:
feneur, on 23 April 2012 - 11:12 PM, said:
feneur, on 23 April 2012 - 11:12 PM, said:
feneur, on 23 April 2012 - 11:12 PM, said:
feneur, on 23 April 2012 - 11:12 PM, said:
enemy units further away but still within range/LOS. Apart from that there should be another priorities system so e.g. melee never attacks ranged units (unless by direct player order), cavalry prioritizes ranged infantry, ranged infantry prioritizes enemy melee infantry. And apart from that there should be the stances which should define e.g. whether the units follow enemy units far away or not, whether they stand still even while attacked etc. In other words, even if set to aggressive units should still attack an enemy unit they have a greater chance to defeat, the stances should just define e.g. how far they pursue them/whether they attack at all.
I think you want 2a and 2b swapped. But exactly this leads to the strange ineffective behavior. it's better to attack a decent target than not to deal damage at all!
What I was asking for was a stance that does something like that. Before moving check if it can attack instead...
There may be an other priority before 2a that handles targets to avoid. However this has to be set carefully! It only should effect siege units avoiding non-siege units and piercing units to avoid buildings and rams. If you can deal more then 1 damage per attack to a unit, attack! By the way, ranged siege units should be extremely vulnerable to any hack/crush attacks. Think of a swordsman cutting a catapults rope - the catapult is useless after that. In addition ranged siege units shouldn't have that high piercing armor - Someone has to operate on it. IMO siege engines should have to be guarded. Until now 2 catapults win against 10 citizen melee soldiers... and there's nothing planned to change that AFAIK.
But here we got the issue by it's throat. The combinations available by unit type, stance and formation is that high that it seams impossible to implement really sensibly or a notable game play impact IMO.
If the player gives an order to attack a unit behind a battalion of enemies it's his fault, not the programmers...
Just to make sure I get it right: (Please tell me if I'm not):
- Unit type handles the attack priority and the units to avoid (wich AFAIK is the same as attack priority as planned) and the targets able to attack at all (which I doubt should be (widely) used)
- Stances handles how far units leave the position they where send by the player
- Formations handle the shape the units are forming, stat changes (movement speed decrease, armor increase, attack increased) and the damage derivation (overpowered IMO)
Lion.Kanzen, on 23 April 2012 - 07:39 PM, said:
Edited by FeXoR, 24 April 2012 - 09:24 PM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#19
Posted 24 April 2012 - 09:33 PM
Erik Johansson [ aka feneur ]
Wildfire Games
Contact me: feneur@wildfiregames.com
Support Wildfire Games!
#20
Posted 26 April 2012 - 02:46 PM
feneur, on 24 April 2012 - 09:33 PM, said:
Hiho, I wanted to add that my 'story' was not that perfect since I forgot about effective arrows where not available in massive numbers. Every arrow caught by a shield where an advantage to an well formated army. If they could catch arrows more 'expensive' then the shield itself it would really be an physical advantage.
Another thing I forgot to say clearly is the attack-move order. It's the most helpful command in modern RTS games. Just to say it directly: Attack move is IMO a player given order but is indeed inside the gray area between player and unit AI order. If stances should have an impact on it... well same pro and contras like for auto scout/search and destroy command (especially two clicks for one command doesn't sound good to me) ...and an attack move order given to a unit with stance 'hold ground' may be confusing (since the unit wouldn't attack).
And ofc. I wanted to remind you of this topic
Thx in advance
Edited by FeXoR, 27 April 2012 - 08:28 AM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
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