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Why is it so hard to place TCs?? 

Spirit Of The Law
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Have you never noticed town centers are really hard to place? For that matter, how does Age of Empires decide where a building is allowed? Let's investigate.
0:40 Placing town centers
2:05 Elevation basics
2:45 2x2 buildings vs 3x3
3:20 Observations that need explaining
5:30 The rules
9:30 Conclusions
________________________________________________________
Patreon: / spiritofthelaw
Background music from Epidemic Sound: www.epidemicsou...
Game: Age of Empires II Definitive Edition

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27 авг 2024

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Комментарии : 572   
@Bismuth9
@Bismuth9 2 года назад
What a beautiful piece of reverse engineering! Fascinating video.
@uncolorr
@uncolorr 2 года назад
didn't expect to see you here ur channel is amazing btw
@TactfulWaggle
@TactfulWaggle 2 года назад
Science!
@felipesuarez6564
@felipesuarez6564 2 года назад
Exactly. I don't even play anymore but also found this beautiful. Funny how the mind works why is something so "useless" beautiful?
@AtticusKarpenter
@AtticusKarpenter 2 месяца назад
@@felipesuarez6564 brain love to solve fairly complex patterns. If they are too easy they not feel like innovative, and if they are too complex they are feel like too resource-wasting and just plain semi-random. And our brain long ago evolutioned to not throw off patterns as "useless" from the first glance because they actually may become relevant later so yeah brain capacity, apparently, expanded mainly to hoard information trash because there is no sure way to tell useful in future information from completely useless. Now humanity have better situation with this but motivation system inside our brain still rewards us for learning patterns that seems like potentially useful but not waste too much energy on their learning
@marcuspontius3967
@marcuspontius3967 2 года назад
Every time when I wonder what other not so well known game mechanic SotL could come up with, he finds something.
@joelhair9982
@joelhair9982 2 года назад
I only ever play the campaigns yet I still show up for every video like learning the most minute mechanics will somehow help me
@longbow857
@longbow857 2 года назад
@RU-vidG How Ironic that someone with that username does not understand how youtube works.
@abceyz9241
@abceyz9241 2 года назад
Yup, agreed on that
@ArawnOfAnnwn
@ArawnOfAnnwn 2 года назад
@RU-vidG He has a patreon. The names mentioned at the end are just a few of his patrons.
@DanielSultana
@DanielSultana 2 года назад
Wonder more often please
@chrisl9112
@chrisl9112 2 года назад
"Forsooth, I could'st not place a 3x3 building on the north side of mine hillock. No wonder thou wert victorious!"
@elliejohnson2786
@elliejohnson2786 2 года назад
This is what I love. Proposing a theory, testing it against several tough examples, and formulating a conclusion. It's the scientific method at its finest, and it really is quite undefeatable.
@FullOilBarrel
@FullOilBarrel 2 года назад
It isnt a proof though
@voidgods
@voidgods 2 года назад
@@FullOilBarrel you don't need one though, if you can test a theory and it always works out, there is no need to assume it would suddenly or eventually change, that's why it's called scientific "theory" and new theories can always show up and defy what we knew
@elliejohnson2786
@elliejohnson2786 2 года назад
@@FullOilBarrel A rigorous, well-tested and undeniable theory as far as we're aware is almost as, if not as strong as any singular proof of a concept you could provide. Do you think we wouldn't use theories if they weren't as solid as proofs?
@neildutoit5177
@neildutoit5177 2 года назад
What's really cool as well is when he says "I don't think this is how it's actually implemented, but it explains every observation". Yea, that's quantum physics right there.
@ethribin4188
@ethribin4188 2 года назад
Same. Its the main reason i watch SotL
@Bismuth9
@Bismuth9 2 года назад
Late 90s games and rounding down to an integer for floor detection, name a more iconic duo. Only, in one game, it leads to funky looking buildings, and in the other, it leads to parallel universes.
@iwersonsch5131
@iwersonsch5131 2 года назад
Beautifully said.
@olivius8891
@olivius8891 2 года назад
Age of Empires II in .5 a presses.
@MichaelPohoreski
@MichaelPohoreski 2 года назад
*"Fixed Point" Integers* was another staple of 90's games due to floating-point performance being non-deterministic at the bit level.
@jordivermeulen2519
@jordivermeulen2519 2 года назад
@@MichaelPohoreski they also just make sense in general, because you normally have a pretty limited range of values that a number can have.
@slkdfjklasasdfasdf
@slkdfjklasasdfasdf 2 года назад
In which game did it lead to parallel universes?
@kodys2087
@kodys2087 2 года назад
It makes sense that the game would only be looking at tiles along the bottom edges because those are the "front" edges in the Isometric perspective from which a player views the game, and presumably what a player primarily sees. That line of thinking also might explain why farmers only use the top left four tiles; it gives the perspectives that the farmer is in the middle of the field more often, ostensibly being more productive. In much the same way you can give the appearance you are working harder when your boss walks by, developers made farmers appear more productive when the player happens to see them.
@whuzzzup
@whuzzzup 2 года назад
> farmers only use the top left four tiles This was fixed recently. It no longer matters what side of a TC you place the farm.
@ucallmeschnitzel
@ucallmeschnitzel 2 года назад
It doesnt make sense, that they only use the southern edges of a tile to detect elevation change though, as they seem to already have a perfectly suitable mechanism to detect elevation change, that is used for calculating the hillbonus. They could have just allow only for an elevation of 2, and therefore get rid of the different placing between the bottom and the top of a hill.
@RennieAsh
@RennieAsh 2 года назад
There has been a video about the farm thing I think
@natrixnatrix
@natrixnatrix 2 года назад
@@ucallmeschnitzel It makes perfect sense since their goal probably wasn't to only allow for a set amount of elevation change but rather to allow the player to place buidings anywhere it wouldn't look stupid.
@jonasklose6472
@jonasklose6472 2 года назад
After Spirit of the Law did show which parts of the building are relevant for the calculation I immediately understood it. Even with other buildings than town centers, too much elevation change would mess up the graphics. So for an isometric game with only one camera perspective that's 100% reasonable.
@firockfinion3326
@firockfinion3326 2 года назад
10:07 The Southern Town Center raises its head high, trying to make itself look larger to intimidate its opponents. The Northern Town Center however, wisely tucks its head down and raises its arms, protecting its vital points as it squares up with its opponents.
@GameFuMaster
@GameFuMaster 2 года назад
Villager: "Hey, can we place this building on a slope?" King: "No" Villager: "Why not" King: "Because it looks bad"
@dkey201
@dkey201 2 года назад
In all fairness, this probably happened a lot irl. Still does actually
@nicholase2868
@nicholase2868 2 года назад
Yeah a town center needs to be practical, so level ground is mandatory.
@alessiobenvenuto5159
@alessiobenvenuto5159 2 года назад
But just from this perspective tho
@fahimhoq3166
@fahimhoq3166 2 года назад
Villager: But your majesty, you were okay with this sort of placement on the south side, what is it about the north side that you don't like?
@HowDoYouTurnThisOn_
@HowDoYouTurnThisOn_ Год назад
​@@fahimhoq3166🎉 King: Do you want the Normans to kill us all???
@xxiao5156
@xxiao5156 2 года назад
I think there is an in-game rationale to this. I've noticed that after constructing some buildings, the terrain tiles around it will "flatten" out to match the elevation of my building. If there are more than 2 units of height difference, the game may consider the "flattening" process impossible since it may lead to an artificially created cliff around the building edge. However, the building tiles that do not belong to the southern ridge are ignored, since most buildings are tall enough that the graphic details hide those tiles so the cliff issue won't matter.
@amankharb2401
@amankharb2401 2 года назад
Love your dedication to the game and uncovering how it works :)
@DanielBerke
@DanielBerke 2 года назад
That shot at ~9:04 made me think it'd be a neat scenario trick to have a cathedral over a hole in the terrain, which when it gets destroyed reveals something "hidden" in the rubble in the cavity beneath. I'm sure someone's probably already done this.
@profwaldone
@profwaldone 2 года назад
One more comment id like to add is that it's probably not rounding down. It's probably that every tile has a single hight value and that afterwards the tile checks if any of it's neighbours are taller than it and move the respective corners up to meet it. You can tell this is the case because you can have sharp valleys but no sharp hilltops.
@SPG377
@SPG377 2 года назад
If we look carefully it seems the system was created specifically to combat the confusion and distortion that would be created by 2D buildings in a 3D isometric plane, in most of the invalid cases, building's graphics would outright 'swallow' several tiles that they weren''t actually occupying.
@TechChariot
@TechChariot 2 года назад
Great work man! Some additional points: 1) As far as the game is concerned the building exists at the forward facing corner tile, regardless of its base size. If you were scripting a random map, for example, and you wanted to create a patch of berries adjacent to a mill/folwark, the game will always put them somehow touching the front corner, but the patch might snake away from the mill. This makes the creation of efficiently placed drop-off buildings in Empire Wars very challenging (thankfully there are esoteric workarounds). The research you did for this video demonstrates that for most buildings the game checks edges intersecting the "true" point and allows the building to be placed only if both are within elevation difference of 1. 2) Building elevation restrictions could be bypassed for random map scripts as well. You can create an invisible placeholder without elevation restriction, and then place the building over it as a "second_object". This also has the effect of centering the building over that placeholder. If you have any technical questions you think would make for a good presentation, the RMS server is a great place to ask. It's always nice to see content related to map creation, thanks for the video! :)
@mscbijles1256
@mscbijles1256 2 года назад
All hail Spirit of the Law! I really like how scientific your approach always is. Hypothesize, test it, only publish results when you’ve tried your best to find a counter-example but just couldn’t. People should take note of this and apply it in their own lives more often!
@gravity8120
@gravity8120 2 года назад
The question then, is that when considering a building's elevation bonus when attacking/being attacked, does it take into consideration the elevation of the lowest tile the building is touching? Or would it be the tile at the centre of the building that's considered?
@natevanderw
@natevanderw 2 года назад
Also, what about units that are attacking or being attacked on a tile that has elevation difference?
@damirkekez4692
@damirkekez4692 2 года назад
This is the quality content I come here for. Perfection.
@TheCelt93
@TheCelt93 2 года назад
Good sleuthing Spirit! It's interesting that the TC multiple parts design was abandoned for AOE3; must have been too hard to implement without a grid.
@mrkirby8622
@mrkirby8622 2 года назад
That is likely because AoE3 was made using a different engine (also used for AoM, Engine: Bang!) compared to AoE1 and AoE2 (Engine: Genie). So the limitations are completely different.
@davidpereira5969
@davidpereira5969 2 года назад
In aoe3 the tc is just 1 building, while in aoe2 the tc is 4 buildings all together, he kinda showed this at the end of the video
@magmamage
@magmamage 2 года назад
So that's why hills bother me so much while I'm looking for a TC spot. Thanks for thoroughly explaining elevation effects on building.👍🏻
@GFumet
@GFumet 2 года назад
I just want to highlight how useful this video is as an educational tool. More important than just what is being is asked (how does elevation affect building-placement?), is the method taken. The real gem is that is makes explicit the process of accumulating relevant observation, noting how these pieces of data are difficult to make sense of in a unified way; to then seeing the mechanism that accounts for all of them in one sweep as privileged in virtue of its playing this role. This because, intuitively as well, we know that there are many many more "explanations" that can't account for all. In this 12 min video on AOE, we are being treated to a short lesson in concepts as important as explanatory power and the scientific method. Cheers!
@derrmeister
@derrmeister 2 года назад
10:38 nice, I never realized the builders had to dig tombs below monasteries. and there is also already a box for all the precious relic gold!
@edwardblom2661
@edwardblom2661 2 года назад
And a AoE 1 relic “Easter egg”
@T-West
@T-West 2 года назад
2:11 The game actually allows for more than 7 elevation levels, even though the editor in DE let's you place only 1 through 7. Elevations are 1-indexed in the editor but 0-indexed in map scripts. If you create generations of the AoC Arabia map script, you'll end up hills at elevation 8 (since they're spawned at elevation 7 in the map script).
@billdewall6152
@billdewall6152 2 года назад
Love how much niche knowledge you have about these games. Is that a DE-specific quirk? It sounds like the sort of curiosity that results from two different programmers working on the same script years apart from one another.
@T-West
@T-West 2 года назад
@@billdewall6152 It's like that in the original game.
@diegopugaquintanilla4344
@diegopugaquintanilla4344 Год назад
The real question is how this will help in the next episode of AOE2 pacifist
@levih.2158
@levih.2158 2 года назад
That gives players in the south a slight advantage, right? Because they have more freedom of where to place buildings in terms of range, and also just more real estate to place buildings on in general.
@sandmaster4444
@sandmaster4444 2 года назад
I had a similar thought but does this give the northern player an advantage/incentive on the attack as they will be biased to building on the southern/attacking sides of terrain. And does this dis/advantage either player in any other way...
@levih.2158
@levih.2158 2 года назад
@@sandmaster4444 That's interesting. I think it depends on playstyle. So it would be an advantage for a more aggressive player, but a disadvantage for a more defensive player. But maybe it could also be argued that being either aggressive or defensive is generally better no matter your preferred playstyle, but that would probably depend on elo rating I think, if that's the case
@Concertfreak852
@Concertfreak852 2 года назад
@Spiritofthelaw, you're such a genius for figuring this out! I'm more than impressed! That's why we all love you here, apart from your smooth voice and humor~
@VieShaphiel
@VieShaphiel 2 года назад
I haven't played with the scenario editor a lot, so I never even noticed that the Town Center is made up of several sprites!
@DarkOmegaMK2
@DarkOmegaMK2 2 года назад
5:34 I appreciate that Spirit Of The Law decided to appear in person to give this explanation.
@boyo7918
@boyo7918 2 года назад
I like how for the most part this video is about every building but the TC
@davidcastillo868
@davidcastillo868 2 года назад
Great video! I would like to say that this might give a very slight advantage to players starting in the northern part of a map, since you have less problems to place a castle facing the opponent downhill.
@Jixxor
@Jixxor 2 года назад
This channel just keeps exciting me. Not in a million years would I have questioned this problem, nor tried to figure out why it behaves like it does - yet I am thrilled for the answer to it.
@justsammy2023
@justsammy2023 2 года назад
Do units use the same rounding down logic leading to visible elevation but no bonus (since both would be height 1)?
@SpiritOfTheLaw
@SpiritOfTheLaw 2 года назад
Interesting question, and is something I also looked into. Units seem to be able to track their height perfectly, where even being slightly higher on a slanted tile gives the uphill attack bonus. Placing buildings is the only case I've seen where elevation is rounded so much.
@justsammy2023
@justsammy2023 2 года назад
That's fascinating and a a wonderful insight into the game design process. I love this Frankenstein's monster of systems and design ideas we call AOE2
@3xperiment8
@3xperiment8 2 года назад
@@justsammy2023 Lol
@erikssonown
@erikssonown 2 года назад
@@SpiritOfTheLaw How about the hill bonus for buildings? Which tile decides the elevation of the building, i would guess the tip of the v?
@fredskis89
@fredskis89 2 года назад
@@erikssonown I always wonder this when placing castles on lumpy terrain!
@richeybaumann1755
@richeybaumann1755 2 года назад
I love your videos because you do science and I love science. You ask a question, come up with an idea, then test it. If it turns out to be wrong, you try again until you find an answer.
@vongola8902
@vongola8902 2 года назад
Incredible work. This is your best video in my opinion
@rickbiessman6084
@rickbiessman6084 2 года назад
Imagine the original developer of this mechanic watching this video more than 20 years later, grinning, and thinking: "Yep, that’s how we did it. You figured it out!" :D :D AoE II is such a crazy game in terms of its unseen mechanics. Thanks SOTL for being such a nerd and testing this stuff until you can explain what’s going on! I really enjoy that! =)
@AndreaPasqualiniMe
@AndreaPasqualiniMe 2 года назад
Spirit of the Law: Answers to questions I've never asked myself! Love you!
@andreiyy
@andreiyy 2 года назад
I've never seen such thorough and diligent research on something I care so little about
@dragonos451
@dragonos451 2 года назад
I like this channel because it makes me feel valid going full nerd about the most random things.
@Binarokaro
@Binarokaro 2 года назад
This is so much more complicated than I could have ever imagined, and this actually has strategic implications about using the terrain to maximize hill bonuses too, wow
@mundolincurve7577
@mundolincurve7577 2 года назад
I don't know how you can dig up so many content. I always feel you have taught us all of the game, but at the begining of each video I am like "hmmm yes, why ?"
@OwnedbyBazooka
@OwnedbyBazooka 2 года назад
This is so fascinating! Thanks for putting in the work SotL.
@jamie_drummond
@jamie_drummond 2 года назад
I think this is my favorite of all your videos. It's such a mundane question, but you led us on a wild ride.
@arlupadilla2335
@arlupadilla2335 2 года назад
Wow that's a really interesting video you've made in a while, I was really invested thru the investigation you made. Good job.
@juniorpasini9137
@juniorpasini9137 2 года назад
I always thought it was the upper squares instead of the L, 2x2, but your theory is more in line with reality, congratulations!
@jurgnobs1308
@jurgnobs1308 2 года назад
the reason it's the V is because those are the tiles that are actually visibley the rest is covered by the 2d graphic of the building.
@EL-os6yg
@EL-os6yg 2 года назад
My jaw dropped, this must have been a lot of work to figure it out for knowledge you don't really need to know (but fascinating to watch!) Thank you sir!
@sgoorhuis
@sgoorhuis 2 года назад
Dude, that must have been so much work but man is it cool to see you explain it
@jmp8678
@jmp8678 2 года назад
What incredible patience you have - thank you for explaining this!
@erikur72
@erikur72 2 года назад
How does this affect hill bonuses attributed to buildings? I.e. does it matter which part of the castle is on the hill to get the hill bonus?
@rupert7565
@rupert7565 2 года назад
How does this interact with the elevation damage bonus? When a building is overhanging from the top or the bottom of a hill, is it at the top/bottom or somewhere in between?
@edwardblom2661
@edwardblom2661 2 года назад
I think he did another video on hill damage, and if I remember correctly only the middle pieces/piece matters.
@rupert7565
@rupert7565 2 года назад
@@edwardblom2661 Thank you.
@OytheGreat
@OytheGreat 2 года назад
I think us veteran AoEII builders have intuitively figured some of this out and it's one of the reasons I prefer to have my civ in the south side of the map. It just makes it easier to use the hilly terrain than for the northern civs. This was a great investigation though and I'm very happy you did this one Spirit! 🏯🧐🏰
@NUkekz
@NUkekz 2 года назад
Spirit is the Newton of the game. Asking questions about how world works and finding answers with imperative way
@CompletelyZoningOut
@CompletelyZoningOut 2 года назад
I'll admit I had lowish expectations for this one, yet I remained interested throughout. Nice job.
@LightMageMike
@LightMageMike 2 года назад
That was a fascinating analysis. I'd never played around with elevation that much in Aoe2, but it's interesting to see just how much nuance there is to working with it. Thanks for the video!
@asterozoan
@asterozoan 2 года назад
Playing "Hall of the Mountain King" while listening to this really captures the mounting complexity and confusion I felt watching this video. Excellently explained as always but... wow does the game overcomplicate this or what?
@AdobadoFantastico
@AdobadoFantastico 2 года назад
This is such a huge aspect of game development. It's one thing to make a set of systems that interact in fun ways, but handling the edge cases is really difficult. Eventually you have no choice but to start making hard rules to ensure that it holds together.
@UnfamiliarPlace
@UnfamiliarPlace 2 года назад
Excellent sleuthing. Interesting that it actually means there are balance issues depending on whether you start on the south or north side of a Golden Pit type map.
@IDKisReal2401
@IDKisReal2401 2 года назад
From a game design standpoint, the thing with checking only the sides makes sense as the player will only see that side so it doesn't really matter how the backside is placed
@mathewperryfan
@mathewperryfan 2 года назад
I prefer the way age of mythology works, if there's a slope or uneven terrain, once the villagers start building the terrain below the building will even out, so you can place your buildings pretty much anywhere, I feel like this is something that can be achieved in 2d as well
@youmukonpaku3168
@youmukonpaku3168 2 года назад
the buildings in category 3 actually do that in Age of Empires 2 - once built the terrain is flattened to whatever the game thinks was the building's elevation.
@mathewperryfan
@mathewperryfan 2 года назад
@@rcillo you get a plain surface where the building used to be
@jazzabighits4473
@jazzabighits4473 2 года назад
@@mathewperryfan yeah that was good i remember that, looked a bit weird though haha
@jakob8043
@jakob8043 2 года назад
That must mean that the TC has its own elevation checking algorithm, because if it were using the normal building one, it could be planted on the foot of the hill. The building one rounds down, so the TC would think 'alright I'm level'.
@jbay088
@jbay088 2 года назад
This might be one of your best videos yet. What a great feat of deduction!
@georgepr242
@georgepr242 2 года назад
I noticed that you used the original middle eastern architecture for the byzantines in the intro when showing the wonder, tc, and castle. Touché
@ct7525
@ct7525 2 года назад
Production value is insane. Bravo!
@MythrilZenith
@MythrilZenith 2 года назад
Sort of makes sense, as if you consider the visible bottom of the building the "visible foundation" then it makes sense to have the building built on the ground and into the hill, but makes a lot less sense to have it built coming out of the hill hanging off the ground. Basically it works for visual consistency even if it seems logically inconsistent.
@planescaped
@planescaped 2 года назад
This seems like a leftover quirk that was just never removed. Even now Spirit's finding ancient glitches.
@Nightstalker565
@Nightstalker565 2 года назад
not sure i would call this a glitch, I didn't develop the game however, but my assumption is that this system was made as it is to ensure the placement of buildings doesn't break terrain visually too much, would explain why its the 2 sides facing the camera that are the ones it considers for placement. the sides facing away from the player can mess with terrain more since the player doesn't see that side. Just a relic of the time. Then again i know nothing about this games development, so this is pure speculation on my part.
@michaelandreipalon359
@michaelandreipalon359 2 года назад
I'm now more enlightened than ever on building infrastructure on AoE II. Thanks, SotL!
@billdewall6152
@billdewall6152 2 года назад
Awesome research! Based on what you said in the conclusion, it sounds like you suspect the Town Center is checking to make sure each of its four component parts is on the same elevation, yeah? That would explain why it's uniquely restrictive, since to my knowledge it's the only building that is comprised of separate "sub-buildings."
@Tsukamy
@Tsukamy 2 года назад
To have done some cosmetics modding, town centers is separated indeed in 3 parts for DE. It's probably to help the fact we can walk under each wings, but not the small square in the center
@Eoin1
@Eoin1 2 года назад
the effort, the attention to detail, the logic. I love it all. Stay awesome dude
@harishankar-cz9tx
@harishankar-cz9tx 2 года назад
surprisingly this is exactly how real world investigation of Physics is suppose to work. You make observation, make theories, update theories until all observaations can be explained.
@SIGNOR-G
@SIGNOR-G 2 года назад
Leave it to Spirit of the Law to answer kne of the most underrated questions of AOE2
@nachiketpargaonkar8646
@nachiketpargaonkar8646 2 года назад
So glad that I came across this channel... lovely analysis as always! 👌🏻
@VINsational331
@VINsational331 2 года назад
I've always wished that buildings placed on uneven terrain reflected that in the art style. It'd be so cool if buildings incorporated columns or mounds or split level designs (like the weird TCs at the end) in each specific building depending on elevation changes. I wonder how many different variants of each building would need to be drawn to account for every scenario...probably a lot, but not an impossible number.
@talmagejones
@talmagejones 2 года назад
I love waking up to a new SotL video. :)
@dembro27
@dembro27 2 года назад
Good use of sandboxing to figure out how it works!
@thatcarlosguy3820
@thatcarlosguy3820 2 года назад
I would love to see a video of the original developers critiquing your findings to see how accurate you are.
@caret_shell
@caret_shell 2 года назад
Awesome analysis. You're an amazing software debugger/investigator/presenter!
@Clairvoire
@Clairvoire 2 года назад
I always had a theory about this, given the psychology of fighting upward vs downward, but with this? I wonder if there's a real statistic advantage to being in the south of the map, versus the north? I think it might be as high as 5 or 10%
@edwardblom2661
@edwardblom2661 2 года назад
Depends on where the elevation is. I guess if the elevation is around the bases, one of the players should have the advantage of having more TC spots in front of his base to grab more map control. On the other hand, the other player may have an extra spot to fall back on if he gets pushed. The elevation is super random though so this would be incredibly hard to calculate. Spawning to the north might give a really tiny chance of giving you a god forward TC though, so I guess I’d pick north, but really depends on the map and defensive/aggressive playstyle.
@Clairvoire
@Clairvoire 2 года назад
@@edwardblom2661 It'd be interesting to see the data. At least in terms of the TC, because it's so restrictive it should be pretty fair, but having castles naturally have more positions on the south side of hills may favor... the south I think? On golden pit or any map where elevation goes up or down towards the center of the map, the south player should have more places for a slightly forward castle on their side, since the 'V' shape might match the south ring of elevations more. (it might be too negligible to notice, except in a huge sample of matches though)
@rubenmaessen4724
@rubenmaessen4724 2 года назад
@@ClairvoireBut If the height of the V determines the hill bonus of the castle it would be bad to place it on the south side of the hill.
@Nazuiko
@Nazuiko 2 года назад
@@Clairvoire You could be on to something, given the winrate delta for blue (southwest) vs red (northeast) side in League of legends is ... not huge, but far from zero.
@shivdmanwii
@shivdmanwii 2 года назад
this vid reminds me of a topic i always wondered about: hill bonuses. how much of a building has to be on a hill part to get the bonus. At what point does the bonus stops for units partially up a slope etc. a followup video to this would be great with allt he little nitty gritty details of hills and how they work for units and buildings on small constant slopes or uneven up and down ones.
@JonatasAdoM
@JonatasAdoM 2 года назад
Oh Mythology and III were fantastical for the feature of raising or lowering the terrain. Animation was also pretty good
@YayapLives
@YayapLives 2 года назад
This is the content we are here for! Amazing video.
@SemiMono
@SemiMono 2 года назад
The v shape was so unintuitive at first, but now it makes a lot of sense. That's where the player can see where it makes contact with the ground, so if there's too much elevation change there, it'll look like it's floating quite a lot. Behind that V, it doesn't matter so much.
@meninbike1602
@meninbike1602 2 года назад
that's the most spirit of the law video in a while
@mistermaster256
@mistermaster256 2 года назад
This is actually amazing! I'm extremely impressed you figured this out.
@Morrneyo
@Morrneyo 2 года назад
This reminds me, In "Popular 3," workers level the ground and build a building on it. They build in a very unique and realistic way for an old game.
@JNCressey
@JNCressey 2 года назад
"Populous 3: The Beginning" panheathu
@theodentherenewed4785
@theodentherenewed4785 2 года назад
That's an amazing research, such an in-depth analysis.
@hhaavvvvii
@hhaavvvvii 2 года назад
My guess is that elevation is stored using 3 bits for the tile elevation and another 4 bits for whether a corner is raised; each bit corresponding a different corner with 1 bit meaning it's one higher than the title's stated elevation.
@marv8107
@marv8107 2 года назад
dang as a new rts-developer this video is extremly interesting and insightful. Thanks Spirit Of The Law!
@MichaelPohoreski
@MichaelPohoreski 2 года назад
Professional game dev here. Make sure you *play* classic RTSs so you can avoid the mistakes of the genre. * Age of Empires 2 & 3 * Command & Conquer * Warcraft 2 & 3 * StarCraft 1 & 2 * Total Annihilation * Rise of Nations You’ll also want to watch WinterStarcraft’s reaction video: _The next major RTS will fail. This is why_ Good luck!
@marv8107
@marv8107 2 года назад
@@MichaelPohoreski yea i played all of these and watched the video already :) thanks for your input! do you have a feature you definetly want to see in an rts game? :)
@MichaelPohoreski
@MichaelPohoreski 2 года назад
@@marv8107 Yes, several! ALSO, pretend a user has carpal tunnel. How could they play the game? * Auto-group joining. Why do I manually have to keep adding a soldier when he gets sent to the front line? They should automatically join their buddies * Free-to-Play to make it more accessible * CO-OP maps. Archon mode in Starcraft 2 is great but LACKS MAPS. * GOOD replay tools that let viewers always see the important stats * Easy to find and watch replays. Path of Exile had a large amount of success due to it being an early adopter of Twitch integration. * Fine grained AI difficulty. My group of gaming buddies usually default to Starcraft 2 for PvE because we can control the individual level of difficulty for each AI. This allows for more granularity to match AI to each human player's skill. AoE3 has an all-or-nothing difficulty which is horrible. * No stupid dichotomy of campaign having X units but multiplayer having Y units. /me glares at SC2. * Ability to customize our colors. * Multiple monitor support. Let me use my 2nd monitor to see the ENTIRE battlefield * Allow me to have "sub-windows" and assign "Camera Follow Unit" so it is easy to keep a bird's eye view on the important events * Allow more than 8 players total. I want to play 6 humans vs 6 AI with my buddies. * Custom max population. 200 max population is piddly. There are times we want far less, and far more. * Training modes where I can focus on a specific build order. Let's say I want to focus on streamlining building 3 barracks. Give me a game mode that times and rates how well I do. * SHOW me my build order as an overlay * Show me a one line from my build order
@lolmanboss
@lolmanboss 2 года назад
this could be used for some Map editor Shenanigans. You could create a map where you can place TC's only in Specific Places or Make it so you cant rebuild the TC or just not be able to place Castles in specific spots.
@AviSandy
@AviSandy 2 года назад
There is one more level - God level - Spirit of the law !!
@lordbstarkhell5471
@lordbstarkhell5471 2 года назад
Interesting and it makes sense. That L shape is basically the area that's facing the player. Maybe that's why they just focused on it, making it easier to program.
@R3stor
@R3stor 2 года назад
It's like that quotes from builder units from C&C Generals: "I can build anywhere" vs "I can't build there"
@tylerhansen8391
@tylerhansen8391 2 года назад
I think I found an edge case you missed. Based on my initial hunch that the height would be limited by the front corner, I made a roll on the hills so that I could make the right edge of a cathedral go from 3 up to 4 and down to 2 and the placement was still good. The front corner idea makes sense from a programming perspective since then you only have to compare each space to one specific one rather than track and compare all the heights to each other.
@ayerev1202
@ayerev1202 2 года назад
mind absolutely blown, this video is GOAT contender
@LeandroDelPrete
@LeandroDelPrete 2 года назад
Before this video I thought you were a data enthusiast but now I think you deserve to be promoted to data maniac! Fantastic job, man! All that testing must have been a lot of work.
@Kazmahu
@Kazmahu 2 года назад
Only testing select tiles for elevation changes checks out for another reason. It's good practice today, but even more crucial on earlier, slower computers to only do any many calculations as you absolutely need and fudge what you don't. Done the way it is, a 3X3 building only needs to care about comparing 5 numbers in various ways to get its answer. If it considered the height of every vertex over the entire building, that shoots up to at least 42. On a 1999 computer running a 166MHz processor, dragging the footprint around would lag the game to hell trying to update those calculations for each new location the mouse dragged over. I'd bet there was at least one screaming match when the AoK devs were originally told "Yeah, we're gonna need buildings to work on land that's not totally flat."
@NickBrown79
@NickBrown79 2 года назад
This was WAAAY more interesting that I expected it to be.
@acarrot589
@acarrot589 2 года назад
If partially placed on a hill when is a castle( or krepost or donjon ) getting the elevation bonus?
@vagnerseibert1748
@vagnerseibert1748 2 года назад
Buildings only consider their center for calculating elevation damage.
@bigsmoke4592
@bigsmoke4592 2 года назад
@@vagnerseibert1748 how do 2x2 or 4x4 buildings consider their center?
@vagnerseibert1748
@vagnerseibert1748 2 года назад
@@bigsmoke4592 They use the center vertex, not the tile. As it can be seem on SOTL's video, each tile has 4 vertices, of which each one has its own height.
@Jacks_Suffocating_Nihilism
@Jacks_Suffocating_Nihilism 2 года назад
Great analysis. This asymmetry has horrifying implications for the fairness of maps with substantial elevation which have been used in competition over the past two decades, and I hope it is somehow rectified ASAP by FE.
@geniumme2502
@geniumme2502 2 года назад
i think you missed the chance of a great title of the video with that awesome line on red tape for building permits in AOE2 at the end :D well done figuring this one out haha
@Luciferhelidon
@Luciferhelidon 2 года назад
thanks for answering a question i have to assume crossed my mind for a minute 20 years ago
@T-Dawg123a
@T-Dawg123a 2 года назад
They probably did that so buildings would look sensible on the side you view them from, at least most of the time. And the town center is pretty much the only building that has separate parts so if the didn't make it flat only it would either float or look like it did with Ctrl+G.
@silviodomenico
@silviodomenico 2 года назад
Fair work! Must had been so tedious! Thanks
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