in future being able to lay new queens and have they establish new colonies?

Im not sure if this has been mentioned but will we ever see nuptial flights in the game, where after set times a notification will pop up saying its mating season, to let you know to send out future queen ants in the hope of constructing new colonies if they successfully breed, which allows you to expand your empire.

if this is a no for the current state of the game perhaps after T5 is added,a whole seperate gamemode where you work on a empire, kind of like freeplay but with a much bigger map and more encouragement to play for long times
 
I remember Mike saying something like a too big map would take up too much memory, but I think it could work if the different sections of the map were just different maps. You'd have to load them individually but it'd be fine.
probably something that would work better in terms of still having smooth gameplay but a big map would if possible only load the terrain that can be seen, and only entities will work when not on screen, but all major terrain and stuff would be un-rendered/ un-loaded to save on memory
 

MikeSlugDisco

Community Manager
Staff member
Community Manager
a big map would if possible only load the terrain that can be seen

The pathfinding doesn't work like that; this isn't PUBG. Everything has to be in memory in an RTS for the continuous pathfinding to work.

It's difficult to get across but pathfinding in RTS games (and particularly in EotU) is constant and absolutely neccesary.
 
The pathfinding doesn't work like that; this isn't PUBG. Everything has to be in memory in an RTS for the continuous pathfinding to work.

It's difficult to get across but pathfinding in RTS games (and particularly in EotU) is constant and absolutely neccesary.
not sure if this would work but perhaps you could have a simple mesh that is same as the terrain, but doesnt get rendered, and still can unrender actual terrain, which would allow the pathfinding to work and hopefully less memory taken up
 

pakitane16

Colony
not sure if this would work but perhaps you could have a simple mesh that is same as the terrain, but doesnt get rendered, and still can unrender actual terrain, which would allow the pathfinding to work and hopefully less memory taken up
The problem is in the movement code. It is made in a way that colony ants must have a way to reach the queen to work (fire ants will have a mechanic that ultilise what happens when they don't as a demerit). They spent more than 1 year to remake the code, they would have changed something already if they planned for movable queen/more than 1 queen.
 

WaffleGuy

Colony
perhaps you could have a simple mesh that is same as the terrain, but doesnt get rendered
Something like this is probably already the case. I don't know what a mesh is, but you wouldn't need to render pieces of terrain for pathfinding, only to list all their points in space. If what I described is being used, then it would still take up a lot of memory because there are probably thousands of points being used.
 

Scyobi_Empire

Colony
Extremely Helpful Person
Ecosystem Beta Tester
not sure if this would work but perhaps you could have a simple mesh that is same as the terrain, but doesnt get rendered, and still can unrender actual terrain, which would allow the pathfinding to work and hopefully less memory taken up
The navmesh (almost certainly) takes up more memory then the terrain models
 
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