Those of you who have played the gold demo, has pathfinding been improved in cities?
Well its a bit diffcult to say as none of the battles take place in cities.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.
It's in the background of the map, the actual battle is fought on the plain.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Terrae Expugnandae Gold Open Beta for RTW 1.5
Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
Awarded the Rank of Divus for oustanding work during my times as Administrator.
I was reading shellshock tried out and put English and French army in Aztec city in M2TW Custom Demo ThreadOriginally Posted by Lusted
Now I'm curious.
I'll edit a large unit into the Aztec city and run around.
I've had the most problems in RTW with large units of Cavalry, so I'll start with that.
I return with findings!
I noticed none of the annoying problems I had with large numbers of units in a city in RTW. Archers went on top of the walls with haste, no longer having to individually line up and march into a door. They all sort of scramble inside, which is nice. More units seem to be able to fit abreast on a city street, so that helps as well.
Although the Aztec gates are "closed" my French units were still able to run right through the gate as if it wasn't there, which is surely a demo thing, so I was also able to test out gate behavior.
I like it. Cavalry doesn't have to bunch up as much, so you shouldn't have a line of cavalry, 2 abreast, extending to the edge of the map trying to get in a gate anymore. It's just much easier, I was always getting annoyed with stupid units that didn't seem to know how to go through a gate properly in RTW, and I didn't get annoyed at all here.
However - It did get very, very laggy when I ordered 7 units of foot troops to exit/enter the gate. The lag continued until all units were deployed, and no longer coming through the gate. I also had 5 seconds of the game freezing when I selected all units and right clicked on a city street. All this on a machine where everything was silky smooth with all settings on high, 3000+ units.
The AI for siege behaviour doesn't seem to be in the game, because although the AI culverins did bombard the walls, the English were utterly unresponsive when I took a unit of French knights and slaughtered the gunners. They stared stoically into the distance as I proceeded to kill their General, Henry, and he was only a couple of yards away from the main body of the army. It looked kind of ridiculous to have 80 knights charging, disengaging and charging again while the army did absolutely nothing. Took a bit for Henry to die too, about 4 charges.
Heres something graphically neat... A cannonball hit the gate as I was testing the "mass infantry through a gate", and punched out a little hole. It also took out exactly a score of men, but that doesn't matter!
![]()
Last edited by Sylver; October 26, 2006 at 08:19 PM.
Very good news, because to see the units in line trying to get on to the wall one by one is a bit frustrating, especially when you counting precious seconds.Originally Posted by Sylver
![]()
Lovely, cannonball really left a hole in the gate, that's a nice little featureOriginally Posted by Sylver
![]()
Member of B.A.L.T.S.
Don't overthink...