after playing a few games on comet catcher with mass flash spam i realize that i dont frown as much at unit behavior as i did before the new pathfinding. the units seem more intelligent (not walking into each other)
sometimes, the straight line problem is a minor annoyance though when, for example, i ask them to plow through an enemy base and they decide to take a detour around it
The meandering is especially noticable with nota ships (they're long and thin and precise positioning of a single ship can have a big effect on a game). It can be quite handy for avoiding torpedoes , but sometimes they just head off in a random direction and get killed .
in a recent game: <player1> Why are my ships wobbling about like retards? <player2> currents
Shouldn't all of that be pretty easy to deal with, though?
I mean, let's look at use cases, and ways to solve the problems:
1. Huge Units that don't move very fast:
heatMapping=1; heatProduced=300; //pretty much block anything from trying to move in its path and bump into it heatMod=0.0001; //Pretty much ignore other heat sources, bumping and clumping is rarely an issue.
2. Fast swarmers:
heatMapping=0; //Easiest solution, just disable it and let them bump into one another like they always did.
heatMapping=1; heatProduced=5;//Produce little heat, to make them less wobbly in packs. heatMod=0.15;//Avoid strong heat sources.
The emergent behavior created, in that case, should spread them out.
3. Typical medium-speed, medium-footprint Unit:
heatMapping=1; heatProduced=60;//Produce more heat than little guys. heatMod=0.01;//Avoid very strong heat sources, try not bunch up so much, but otherwise ignore a lot of heat.
I was speccing, someone complained that their ship wouldn't move in a straight line.. and yes it was meandering all over the place.. no other units anywhere near it. I've experienced it too and had a ship wander off quite a way, 30 degrees from its destination. I didn't know why it was happening till I read this thread.
The fact that nota ships are long and thin makes direction changes all the more noticeable and turning off course can really screw up their movement. Also facing can be critical, the ship needs to be perpendicular to the target to fire a full broadside and armour is weaker on the sides and rear.
I pointed nota devs at this thread.. all I can tell you is what I saw.
I haven't checked the code carefully but at a guess it may be taking the contours of the seabed into consideration for ships.
Another possibility is the heatmap travels along the entire estimated path to the goal so even if a unit is traveling alone it will be affected by any paths that will cross its own, even if the paths are perpendicular (crossroads).
Final possibility, the heatmaps do not decay quickly enough, causing a unit to avoid paths that have already been passed by another unit (don't walk on my footprints). This could even happen if a unit changes it's own path but attempts to avoid its previous one.
A very useful thing here would be a visual heatmap overlay for debugging.
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