Is this regular? Do you have soooo many pathing problems like me?
yeah, I'm noob and working on that. But those vills aren't idle, they are labor unionistneed too work on your macro man, idle vills.
it happens with 1 vill too sadly...Yes, its very common - good thing it only happens when you have 2 and more vills.
Microsoft realizes that the aoe community are foolish and will constantly buy the same game over and over and over and over. Quality means nothing. Some pretty graphics is all it takes to swindle the suckers.Why do people continue to tolerate these issues enough to play the game?
Graphics aren't even that pretty!M Microsoft realizes that the aoe community are foolish and will constantly buy the same game over and over and over and over. Quality means nothing. Some pretty graphics is all it takes to swindle the suckers.
If you read the title of that clip, it's clear that it was very unusual behavior... Unlike what we have on DE where that kinda thing happens every single game to varying degreesWell AoC/WK was no stranger to this either.
Turns out you are facing a mirrorHappens to me alot when im walking in the streets drunk
Gotta laugh at the people saying, "oh that's an issue we had in the original game" when that bug happens 1000 times as often in DE. I'm reminded of units walking through buildings, knight/melee pathing, and trade carts not working. I wish de was an improvement on the way units work in age but it's in fact the oppositeIf you read the title of that clip, it's clear that it was very unusual behavior... Unlike what we have on DE where that kinda thing happens every single game to varying degrees
Well then first you need a function that tracks which two objects collide right now, because I dont think the game tracks that but only executes the collision for both bodies but the one body doesnt know against what he collides.I also think this should not happen! It seems like an inherent error in collision handling. How can one solve that?
My idea... maybe have a counter, if two vils (of same player/team) bumped into each other for more than 4 times in the last 7 seconds, let one of them stand still for 3 seconds (maybe the one with lower ID, i.e. earlier created one).
Of course this means possible performance issues, as this check has to be done with every villager on the map, every timestep. Other ideas?
Fix the pathing without resorting to any kind of workaroundsOther ideas?
Is "fix the pathing" even possible at this point? They've been doing that every month since the release of this game. Just wondering if it's actually possible to fix or if it's some inherent flaw of the code of the game.Fix the pathing without resorting to any kind of workarounds
They will never do such fundamental changes of the game. They did not during beta and will not after. Their funding and overarching business plan doesnt allow for that, just because MS doesnt have interest in the best AoE II possible but just AoE IV and in the end a flawed AoE II will make it easier for players to switch to a from scratch newly designed and coded game.Is "fix the pathing" even possible at this point? They've been doing that every month since the release of this game. Just wondering if it's actually possible to fix or if it's some inherent flaw of the code of the game.