@Avocet so I’m not trying to be pedantic, but I think it is worthwhile to make the distinction here. We can not solve a problem if we don’t understand the nature of them problem.
I don’t think the pathing is “bad” per se. If you look at collection rates for vills on a woodline, or trade carts or trade cogs, from HD to DE there are usually substantial increases. approximately 10%. So DE’s pathfinding when tested in these kinds of ways is better than HD. Definitely not perfect, always room for improvement. In fact right now there’s a bug where units sometimes get stuck you you move them in a group. So definitely not perfect.
But when you have a unit going from x to y, DE on average is better than HD.
What I think is more accurate to say is this video shows that when we’re talking about groups of units HD was approaching/prioritizing differently than DE does.
I hadn’t realized there were these differences, ### ##eing HD and DE compared in this video, the most obvious things i noticed were:
- homogeneous groups when commanded to a new waypoint, won’t turn around individually as units but rather u-turns as a group.
- heterogeneous groups when commanded to a new waypoint, all units travel at the same speed to get into position, instead of allowing faster units to go faster.
These two just make your units feel less responsive. However this third I think is most elucidating
- a group of units, when tasked to waypoint, if not in formation, more strongly prioritizes getting into a formation than moving towards the way point, which differs from DE which prioritized moving towards the waypoint more and being content with getting units in formation on the way if it could. This third one I what I think causes the most issues. when pathing works like intended it’s not too bad, but when pathing is sub par you get units going sometimes the opposite way you tried commanded them cause they really wanna get into position first.
This sets up the crux of my argument. This video really opened my eyes. I don’t think DE has “bad” pathing, at least not compared to “HD”. The execution of the intended priorities is better in DE than HD.
However I think HD conceptually had it right. AoE is not total war. 99% of the time, the precise arrangement of units isn’t as important as getting units where they are supposed to be. AND if you really really need them to be in that formation before going, you can give them a nearer waypoint for them to go toward, get into position, THEN go into battle. HD prioritized the going. HD says “You want your units there? I’ll get them there, may not be in a pretty formation when they’re there, but they’ll get there fast.” DE says, “You want your units there? Well I gotta get them in formation first. They won’t get there fast but they’ll look good while doing it.”
I look at some of these changes and honestly I can see where the thought process is. However, seeing the comparison, having played both versions, I think it can be said that HD pathing had the right priorities.
For a long time the fans have said “make pathing better” and diligently the devs tweak here, tweak there, optimize this, improve that, but fundamentally the units aren’t doing what we want them to, because the game isn’t TRYING to do we want it to do.
We want the units to GO. DE wants to make units get in formation. I know there were some exploits with unit speed in formations in HD, but if the devs took a good long hard look at the HD pathing from a conceptual level, and brought that back into DE, I think we’d think pathing had improved a good deal.
In summary, I think it is incorrect to say DE’s pathfinding is bad (it’s not great but it’s better than HD’s). However, DE uses it improved pathfinding to prioritize a fundamentally incorrect objective, namely getting units into formation instead of getting them towards the waypoint.