dima Posted September 23, 2018 Report Share Posted September 23, 2018 Units unable to get berry from this bush. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 24, 2018 Report Share Posted September 24, 2018 @elexis Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted September 24, 2018 Report Share Posted September 24, 2018 The name of the map might also be helpful we do have a lot of them after all Enjoy the Choice 1 Quote Link to comment Share on other sites More sharing options...
dima Posted September 24, 2018 Author Report Share Posted September 24, 2018 type: random, map: dense forest. Quote Link to comment Share on other sites More sharing options...
Guest Posted September 24, 2018 Report Share Posted September 24, 2018 "Berries": { "template": "gaia/flora_bush_grapes", "minCount": 2, "maxCount": 2, "distance": 12, "minDist": 5, "maxDist": 8 }, The maxDist is a bit too lenient while the minDist argument is too strict considering these are starting berries. And I assume you meaned deep_forest as there is no map named dense_forest. Quote Link to comment Share on other sites More sharing options...
Guest Posted September 24, 2018 Report Share Posted September 24, 2018 I guess it's also worth adding that this is a much deeper issue that is shown in ways like this. The true fix would be to have a "no-collision" constraint. It can replace all the tileclass avoidance used to just not collide with things. I have seen this mentioned in a ticket too IIRC. Would also get rid of those hardcoded values use in preventing collisions in SimpleGroups etc. Quote Link to comment Share on other sites More sharing options...
psypherium Posted September 24, 2018 Report Share Posted September 24, 2018 (edited) Would fixing this also fix the "units perpetually attempt to cut down an impossible tree at edge of map" Because that bug is super annoying in the later stages of the game. I can post a video if you are not sure what i am referring to. It seems that fixing this problem might fix both though. "Acropolis bay" has 10 impossible trees. Edit: actually it looks like this is a little different. It's some kind of pathing thing, the units think they can path to the tree and cut it down without knowing it is impossible. Edited September 24, 2018 by psypherium Quote Link to comment Share on other sites More sharing options...
Guest Posted September 24, 2018 Report Share Posted September 24, 2018 6 minutes ago, psypherium said: units perpetually attempt to cut down an impossible tree at edge of map Its more or less an error of the map-maker. In random maps, there is functionality to avoid it. However, UnitAI should also become smarter and stop trying to reach an impassable place. Quote Link to comment Share on other sites More sharing options...
Dakara Posted September 25, 2018 Report Share Posted September 25, 2018 Hi, Why you don't delete this CC? Quote Link to comment Share on other sites More sharing options...
Guest Posted September 25, 2018 Report Share Posted September 25, 2018 Sacrificing 500 wood, stone and metal to collect 200 food. Quote Link to comment Share on other sites More sharing options...
thankforpie Posted September 25, 2018 Report Share Posted September 25, 2018 that berry bush looks like there are blue citizen soldier hiding in it Quote Link to comment Share on other sites More sharing options...
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