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Thread: Unit Collision Modelling w/ Warscape

  1. #1
    Infinite Jest Member easytarget's Avatar
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    Default Unit Collision Modelling w/ Warscape


  2. #2
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Unit Collision Modelling w/ Warscape

    Uh, maybe a bit more on this?
    Reunification: a Marcomanni AAR (on permanent hiatus)
    Zalmoxis's Lightning: a Getae AAR (finished)
    On the Path to the Streets of Gold: a Suebi AAR
    (finished)

    Visited:
    A man who casts no shadow has no soul.
    Hvil i fred HoreTore

  3. #3
    Infinite Jest Member easytarget's Avatar
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    Default Re: Unit Collision Modelling w/ Warscape

    Sure, here's a vid about the problems with empire, it's basically applicable to Rome 2, particular complaint is centered around a problem core to the engine used:

    https://www.youtube.com/watch?v=naQaRIaXyAU

    And the picture I posted, that's what collision modelling reminded me of from my childhood and resembles about the same level of IQ of the AI handling melee in CA games starting with empire.

  4. #4

    Default Re: Unit Collision Modelling w/ Warscape

    I watched that video before; the dude makes perfect sense.

    I honestly got to agree with you on unit collision, it barely exists. That's why I think Warscape works better for gun powder but is extremely lacking in melee combat.
    Lets play Divide et Impera, Ptolemy Campaign. Link to full playlist down below!

    https://youtube.com/playlist?list=PL...2oIDsmGrPrKpzM

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