bb Sat, Oct 9, 11:31 PM
- Differential Revision
- D3200: Stop dodging arrows by spamclicking or patrol: Combine rotations with acceleration.
- rP25952: [i18n] Updated POT and PO files.
- Build Status
Buildable 18532 Build 43758: Trigger Windows Autobuild Build 43757: Post-Commit Build Jenkins Build 43756: Post-Commit Build (macOS) Jenkins
This change makes it very cumbersome to use formations when moving units around the map. Since the formation is set to the box formation by default (rP24480), new players will be shot to pieces. At least change it to "none".
Testing it on the sceanrio map - Pathfinding Demo with 33 units (1 cavalry, 16 spearman, 16 archers).
First with rP25952: (35secs)
Second with rP25953: (43secs)
In tests on some other obstacle courses, the time increase is usually ~20-30%. The gameplay feels much slower. I personally do not like this change.
finally got to try it and this is my first impression: It multiplies all the issues that are there already with the normal pathfinding. So rams take extremely long to turn and reach their goal, which makes them way less effective, formations struggle even more as currently, as they are always shifting and therefore stopping and accelerating again.
I like the way ships accelerate, but it looks a bit strange if you have this smooth acceleration and then an immediate stop when the reached their target position.
this is my best attempt to measure the impact on rams
with this patch (25963): ~ 23 second to destroy the temple
before this patch (25937) ~ 19 seconds
Doesn't seem much, but it multiples with the distance and the number of obstruction in the way.
So if this stays in the game, rams need better armor.
General opinion: while I thought it would be a nice improvement to the unit motion, the only place where I really like it are ships, for all other units I don't feel like it is an improvement.
maybe also as a general note: What I wrote about rams and @Langbart wrote about formations applies more generally. This basically makes all ranged units and especially buildings stronger (Don't have to move that often), while it at the same time makes melee units weaker (longer path, more stops and turns). So one might also want to think about re-balancing that when this stays in.