FeXoR Posted August 2, 2015 Report Share Posted August 2, 2015 This might not be a path finder issue. It might also be related to improper footprint and/or obstruction (or usage of them).Just a thought Quote Link to comment Share on other sites More sharing options...
fabio Posted August 10, 2015 Report Share Posted August 10, 2015 I added a ticket here: http://trac.wildfiregames.com/ticket/3363 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 12, 2015 Report Share Posted September 12, 2015 Now works fine, but sometimes the units will be refuse try to reach or doing some action ( order) if can't reach or do it.Example cavalry units can't build. Or some siege weapon( specially ram) can pass stretched corridors. Quote Link to comment Share on other sites More sharing options...
quimkaos Posted November 20, 2015 Report Share Posted November 20, 2015 (edited) is this to be intruduced in beta 19? or is it in beta 18-8 (build 16411p)? Edited November 20, 2015 by quimkaos Quote Link to comment Share on other sites More sharing options...
scythetwirler Posted November 20, 2015 Report Share Posted November 20, 2015 It will be introduced in Alpha 19. Quote Link to comment Share on other sites More sharing options...
quimkaos Posted November 20, 2015 Report Share Posted November 20, 2015 Thank you! Quote Link to comment Share on other sites More sharing options...
EmperHidan II Posted November 21, 2015 Report Share Posted November 21, 2015 It will be introduced in Alpha 19. When? Quote Link to comment Share on other sites More sharing options...
feneur Posted November 21, 2015 Report Share Posted November 21, 2015 Soon ™ 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 21, 2015 Report Share Posted November 21, 2015 Soon hahaha always is a secret Quote Link to comment Share on other sites More sharing options...
feneur Posted November 21, 2015 Report Share Posted November 21, 2015 hahaha always is a secretNot really, it's more that we are tired of making false promises =) There are always small things (and often big things like release blocker bugs), which makes it take longer before we are able to release the next Alpha 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 21, 2015 Report Share Posted November 21, 2015 Not really, it's more that we are tired of making false promises =) There are always small things (and often big things like release blocker bugs), which makes it take longer before we are able to release the next Alpha yeah, not like GTA to PC (More than a year) or Batman Arkham Knight. Quote Link to comment Share on other sites More sharing options...
Phalanx Posted November 21, 2015 Report Share Posted November 21, 2015 Question: (because I'm no programmer and a lot of what was described as fixed went right over my head) The units pathfind better for long distances, but is the lag fixed? As I said, the question is probably answered above, but I just don't understand it. Quote Link to comment Share on other sites More sharing options...
feneur Posted November 21, 2015 Report Share Posted November 21, 2015 Question: (because I'm no programmer and a lot of what was described as fixed went right over my head) The units pathfind better for long distances, but is the lag fixed? As I said, the question is probably answered above, but I just don't understand it. Fixed is a big word, but the new pathfinder has a lot less lag than before. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 21, 2015 Report Share Posted November 21, 2015 Question: (because I'm no programmer and a lot of what was described as fixed went right over my head) The units pathfind better for long distances, but is the lag fixed? As I said, the question is probably answered above, but I just don't understand it. Yeah units moving and calculating how moving around, with obstacles and gates open and close, different size of units,mane water obstacles ( that was very big issue in the past.) Quote Link to comment Share on other sites More sharing options...
SandJ Posted December 12, 2015 Report Share Posted December 12, 2015 In Alpha 19., I am noticing these things with short-range pathfinding:Send a bunch of units to board a ship. They now take ages as the ship dodges them even more than it did before, and the units spread out in different directions along the shoreline. I find myself having to issue the Stand Ground order to the units and ship to speed up the process.Sometimes a unit will just go for a long walk and then come back again for no apparent reason. I have not seen it enough times to see what the pattern is.Groups of units are worse at assembling around a city centre or storehouse than they were. Once one side is covered in units, the others have a tendency to walk left and right and not make it to either end of the line, and so not join in with the attack /unloading resources / converting.I sent a group of cavalry up a short, narrow valley to an enemy city centre. They walked all the way round the mountains the long way until they nearly got to the enemy city centre, then walked all the way back, then started again, and so on. They did this entire trip 5 or 6 times before they were all wiped out by the couple of archers they were repeatedly marching past. Quote Link to comment Share on other sites More sharing options...
VladimirSlavik Posted December 14, 2015 Report Share Posted December 14, 2015 A few notes on SandJ's observations...Boarding a ship was always crazy. I never understood why the ship tries to move at all? It should stop when in contact with a shore or something.The "long walk" is most often in the opposite direction, or that was my impression. It does feel a bit as if some number goes unexpectedly negative (or is it actually a vector?). It happens most often when the target cannot be reached due to blocking units, and ends when meeting an obstacle.Groups of units at a building: They have a tendency to wander around the intersection of a direct path from their original position to center of the building, and the building's outline. Issuing the command repeatedly helps more units join - if the command is issued again while closer to the end of line, the original position moves and unit now wanders around end of line and has some chance of joining. The distance where it decides against joining is hard to understand - sometimes 4 women are enough to block the 5th on clear ground. Quote Link to comment Share on other sites More sharing options...
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