eduh Posted September 5, 2012 Author Report Share Posted September 5, 2012 Or maybe roads that are automatically built and only change the texture of the map, but don't give any benefits, like Empires, Dawn of the Modern World.In this game, each time you build a building, a road links to the networkhttp://www.google.es/imgres?q=empires+dawn+of+the+modern+world&um=1&hl=es&safe=strict&client=safari&sa=N&rls=en&biw=1437&bih=760&tbm=isch&tbnid=nmI9sM88fzcS2M:&imgrefurl=http://www.knowledgesutra.com/discuss/tftmdt-empires-dawn-modern.html&imgurl=http://i.ytimg.com/vi/eXuQpz2EMG8/0.jpg&w=480&h=360&ei=EFFHUPjcIdKX0QXzmICIDQ&zoom=1&iact=hc&vpx=782&vpy=455&dur=1306&hovh=194&hovw=259&tx=132&ty=96&sig=112759824945151730934&page=2&tbnh=133&tbnw=177&start=26&ndsp=30&ved=1t:429,r:21,s:26,i:223http://www.google.es/imgres?q=empires+dawn+of+the+modern+world&um=1&hl=es&safe=strict&client=safari&sa=N&rls=en&biw=1437&bih=760&tbm=isch&tbnid=cGZk_yeELP4e4M:&imgrefurl=http://worthplaying.com/article/2003/12/1/reviews/13974/images/21397/&imgurl=http://worthplaying.com/wpimages/e/m/empiresdawnofthemodernworld/21397.jpg&w=1024&h=768&ei=EFFHUPjcIdKX0QXzmICIDQ&zoom=1&iact=hc&vpx=840&vpy=303&dur=2095&hovh=194&hovw=259&tx=195&ty=110&sig=112759824945151730934&page=3&tbnh=138&tbnw=196&start=56&ndsp=30&ved=1t:429,r:9,s:56,i:281empires dawn of the modern world Quote Link to comment Share on other sites More sharing options...
AllenY Posted November 25, 2012 Report Share Posted November 25, 2012 Maybe when you build a road, it is ignored unless you select your unit and make it snap onto the road manually? I've seen roads implemented great in Imperium Romanum but that's a city building game. Quote Link to comment Share on other sites More sharing options...
NoMolester Posted December 4, 2012 Report Share Posted December 4, 2012 You could give weights to the squares of the terrain grid, if they have a road on the square you give them less weight, when a unit tries to go from point a to point b they will calculate the number of weights in the possible paths and follow the one that requires less weight. And so they will always try to follow the road. Quote Link to comment Share on other sites More sharing options...
Shafe88 Posted December 4, 2012 Report Share Posted December 4, 2012 What would be cool when building roads if you could build bridges too. Quote Link to comment Share on other sites More sharing options...
quantumstate Posted December 4, 2012 Report Share Posted December 4, 2012 You could give weights to the squares of the terrain grid, if they have a road on the square you give them less weight, when a unit tries to go from point a to point b they will calculate the number of weights in the possible paths and follow the one that requires less weight. And so they will always try to follow the road.This conflicts with making the pathfinder run really fast. Potentially you could do it but we decided it wasn't worthwhile trying when we have enough trouble as it is. Apparently for AoE2 they had a developer spend a whole year of full time work on the pathfinder which gives an idea of how it can be tricky. Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted December 4, 2012 Report Share Posted December 4, 2012 Apparently for AoE2 they had a developer spend a whole year of full time work on the pathfinder which gives an idea of how it can be tricky.When i first played AoE2 (I think i was 8-9 yrs old) i noticed that my workers didn't get stuck on each other as they did in AoE1 when there were many working close. Quote Link to comment Share on other sites More sharing options...
NoMolester Posted December 5, 2012 Report Share Posted December 5, 2012 This conflicts with making the pathfinder run really fast. Potentially you could do it but we decided it wasn't worthwhile trying when we have enough trouble as it is. Apparently for AoE2 they had a developer spend a whole year of full time work on the pathfinder which gives an idea of how it can be tricky.darn O.oWhat kind of algorithms are you using for the pathfinding. Quote Link to comment Share on other sites More sharing options...
Thorfinn the Shallow Minded Posted December 5, 2012 Report Share Posted December 5, 2012 The better idea for now is doing shift + right click commands to your units in order to have them follow your desired path. Quote Link to comment Share on other sites More sharing options...
quantumstate Posted December 5, 2012 Report Share Posted December 5, 2012 darn O.oWhat kind of algorithms are you using for the pathfinding.Currently there are a couple of forms of A*. The long range one is a standard grid based A* but then there is a short range one which uses more exact geometry directly from the entities which is used to construct a network which A* is run on. (The differences between the two are responsible for siege and ships getting stuck currently.) Quote Link to comment Share on other sites More sharing options...
NoMolester Posted December 5, 2012 Report Share Posted December 5, 2012 Why are you using two different algorithms, i supose that the long range doesnt need all the processing and exactitude that the short one needs so you made two of them to waste less processing ppower in the long walks?And how does the computer knows which one to use, with a minimum distance?And how are you going to solve the ship problem (i did notice it when i was playing)?And what possible solutions do you have for an hipothethic road implementations? Quote Link to comment Share on other sites More sharing options...
quantumstate Posted December 5, 2012 Report Share Posted December 5, 2012 Why are you using two different algorithms, i supose that the long range doesnt need all the processing and exactitude that the short one needs so you made two of them to waste less processing ppower in the long walks?And how does the computer knows which one to use, with a minimum distance?And how are you going to solve the ship problem (i did notice it when i was playing)?And what possible solutions do you have for an hipothethic road implementations?I won't go into large amounts of technical detail here, there has been some work on changing the pathfinder implementation which has stalled. The long pathfinder creates a series of waypoints which are a fixed distance apart, the short pathfinder routes between these. The short pathfinder handles dynamic things such as other units and also creates more direct paths rather than tile based movement.The solution for roads is to not have roads. The team will not encourage implementation of roads for part 1. If some contributor came up with a wonderful well performing pathfinder which works with roads then it might be integrated but this is very unlikely. Quote Link to comment Share on other sites More sharing options...
NoMolester Posted December 6, 2012 Report Share Posted December 6, 2012 I won't go into large amounts of technical detail here, there has been some work on changing the pathfinder implementation which has stalled. The long pathfinder creates a series of waypoints which are a fixed distance apart, the short pathfinder routes between these. The short pathfinder handles dynamic things such as other units and also creates more direct paths rather than tile based movement.The solution for roads is to not have roads. The team will not encourage implementation of roads for part 1. If some contributor came up with a wonderful well performing pathfinder which works with roads then it might be integrated but this is very unlikely.Oh, now i understand. I am thinking in studing a masters in AI perhaps in o year, i like all this pathfinding stuff is very interesting.The long algorithm takes in account all the non visible terrain? I mean, if there could be black fog of war and how does the algorithm would work with it? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 6, 2012 Report Share Posted December 6, 2012 Oh, now i understand. I am thinking in studing a masters in AI perhaps in o year, i like all this pathfinding stuff is very interesting.The long algorithm takes in account all the non visible terrain? I mean, if there could be black fog of war and how does the algorithm would work with it? if you solve that, problem we make a Statue from you XD Quote Link to comment Share on other sites More sharing options...
NoMolester Posted December 6, 2012 Report Share Posted December 6, 2012 so i guess the answer is no Y.Y Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 6, 2012 Report Share Posted December 6, 2012 so i guess the answer is no Y.Y yeah its very hard to solve Quote Link to comment Share on other sites More sharing options...
NoMolester Posted December 6, 2012 Report Share Posted December 6, 2012 Well , I think that, before start thinking in ways to improve pathfinding gameplay (roads and stuff), we should solve our current pathfinding problems. That is a huge problem if we can't have a descent fog of war without pathfinding mayhem.I wish i could help but i have NO IDEA how to solve those problems nor i have any suggestions for it; so the only thing i can do is to wish the best for the programers involved. Quote Link to comment Share on other sites More sharing options...
ribez Posted December 6, 2012 Report Share Posted December 6, 2012 Well , I think that, before start thinking in ways to improve pathfinding gameplay (roads and stuff), we should solve our current pathfinding problems. That is a huge problem if we can't have a descent fog of war without pathfinding mayhem.I wish i could help but i have NO IDEA how to solve those problems nor i have any suggestions for it; so the only thing i can do is to wish the best for the programers involved.look to these threads, you will find some useful inputs http://www.wildfiregames.com/forum/index.php?showtopic=15363http://www.wildfiregames.com/forum/index.php?showtopic=13042http://www.wildfiregames.com/forum/index.php?showtopic=15270 Quote Link to comment Share on other sites More sharing options...
quantumstate Posted December 6, 2012 Report Share Posted December 6, 2012 The pathfinder does not account for fog of war in any way. It is highly unlikely that this will ever change. Fog of war is a graphical effect that only the player sees. Quote Link to comment Share on other sites More sharing options...
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