I'm still relative new to using this mod, so the following may not be accurate. Please be tolerant, and just take those that may be useful
Using warband 1127, btw. Note this is the version BEFORE the last update. Please ignore all the points which are no longer applicable.
1) relation with the original Hold command (holding F1-F1, move to target, then release). intuitively, I'll expect the formations to be centered horizontally and have front touching the spot marked. This is not always the case.
2) Facing is also a problem. As there is a lack of rotating formations atm (unless I miss out some features), keeping the default idea of autorotating to face the nearest concentration of enemies will be good.
3) Have the option to get a threshold range for soldiers to move from their post (default could be not moving an inch from the spot). Sometimes, it is very frustrating that soldiers do not just move that extra 20 cm to take a strike at enemy
4) Separate formation position templates from assignment template. Position will define position "slots" like ranks, staggered ranks (where a ranks positions are aligned with gaps of the rank in front, like the default Hold position in game has with "Stand Closer" issued), shieldwall, square, wedge, loose (where rest of "formation" just follow the leader losely without any fixed formation) and of course no formations. assignment templates will decide how to assign troops to that formation (and also how to "repair" damaged formations when troops die). E.g. maybe for just ranks, we could have:
a) 3 ranks: infantry in first line, archer in second line, mounted archers in third, cavalry divided into two blocks at either side (not mixed with the center ranks) (If only we have kneel animation and make the first line kneel with shields up....)
or
b) 2 ranks, first rank with alternating infantry and archers, second rank with alternating cavalry and mounted archers
5) Extended formation commands: like for ranks/square, have a "rotate ranks" that makes first rank go to last rank, 2nd rank becomes first rank, etc. This is good for distributing damage to first row, and also for "maneuvers" like quickly switching two ranks of archers and infantry when enemy is close. This is done by keeping formation position template, but swapping/updating the assignment template. i.e. make deciding what units to put in front easy.
6) Regarding "Shield wall", is it a formation where those units with the biggest/baddest shield will go to first row and set their individual ai to actually hold the shield (i.e. agent performing shieldwall duty are automatically set to not put down the shield like fire range weapons or use two handed weapons unless otherwise commanded or shieldwall is changed to some other formation). If it isn't, maybe it should be???
7) Separate and build up on the "reform" formation idea. Which does stuff like repair damaged positions (with empty slots) and also swap formation positions between agents based on a "current strength" evaluation. Formation can be set to be periodically called automatically by default (but nice if can switch off in some options) or can be triggered by a "Reform!" command. Although the original Charge command (F1-F3) serves as a "Break formation" command for now, I think we should really provide a formations specific key/concept, even if underneath it just calls native's Charge settings. This will train user to the Formation's ui, even if in the future, we want to change or add to what "Break formation" will do (e.g. maybe it will have to do some cleanup to the formation members before Charging).
a) Wedge will always put the strongest units nearer the "point". If units gets wounded and become less "strong", they should fall down the heap (replaced by a stronger troop behind) during a reform. A cheap way is to check through every position and the two positions behind it and use some evaluation script function to determine who is "strongest" among the three, and if one in the back positions is stronger than the one in front, the agents will swap their formation slots.
b) Similar to the Wedge reordering, square formation should put the strongest units in the first row, side columns and then back row, concentrating the weakest units in the center (e.g. for each position, compare with the 2 adjacent position nearer to formation center, 1 in file direction, 1 in rank direction, the weakest unit should end up closer to the center)
To restrict number of triggers in battle, instead of hard coding keys to fixed formations, we can bind customized formation/assignment commands as well as set default commands before hand. Nice if can have a "Let's have a formation drill..." from Camp menu, which launches a wilderness map with player party troops and no enemy, (and have victory condition suppressed to prevent the stupid cheering?) and let the player experiment with formations using a bulkier and time consuming UI structure (e.g. more/longer key press sequence) which allows player to experiment with all formation options, and "save" the ones that he/she likes most in the limited slots available in real combat. Then have another "Let's have a military exercise..." option from camp which launches similar mission/map but with the same triggers as in actual battle, and let the user test/practise formation commands. This should allow individual player to fine tune their formations greatly.
9) This is not directly game related, but have users of formation mod discuss and rank formation (position/assignment templates) against troops category like infantry, infantry(shield), ranged, cavalry, mounted ranged, (firearms?) in the forums, and from feedback, can generate a profile for best automatic formation choosing by AI in future versions of this mod (may also want to scale by ai difficulty setting)
typed too much....
Not directly related to above, but... (please ignore useless stuff, and just hoping something could be helpful)
motomataru said:
Prob 2: I noticed a variant of this problem with my new AI. Basically, the troops get their formation data from the team leader (partly because faction data is NOT attached to most troops -- even faction troops). When the leader dies, the troops can't determine which faction they belong to, hence can't pick a formation. Initially, I thought, "No problem. Leaderless troops shouldn't perform functions that require orders from a leader." But it does look funny to see a formation go kaplooey in the middle of a battle when the leader is killed. Suggestions?
I don;t understand the "faction" part exactly, do you mean this:
* formation related data are stored in faction data, and only team leader records the faction id?
* is it possible to propagate this data to all formation members during formation forming/reforming?
* if it is the lack of leader problem, can a new leader be elected by the first agent that detects leader is gone? (e.g. once agent detects leader killed, store the agent's id in global data, then read back the id (to cater for race-condition), and if the id is the agent's id, the agent is now the new leader and will do initiate the formation reforming and reading/generating all the formation data again.
I'm still not that familiar with missions and agents, but if you think it could be helpful, can always discuss more in post to see if there are any useful glitter in the mud