View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0004669 | Spring engine | General | public | 2015-02-11 09:09 | 2015-02-12 20:29 | ||||||||
Reporter | Jools | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | feature | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Product Version | 98.0.1+git | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0004669: Units know about obstacles outside LOS | ||||||||||||
Description | When issuing a move order, the pathfinder knows about obstacles that are outside of LOS, in this case a wall of dragon's teeth, and therefore opt for a another route than what would be the obvious one, if one does not know about these obstacles. Instead of finding the correct path around these obstacles, the expected behaviour is to move towards the obstacles and then stop. A similar case is for units that can reclaim dragon's teeth, and still try to path find around these, even though it's not really an obstacle as it can be easily overcome. That's how a human player would do it: move towards the DT-line and then clip a hole in it. For units that can crush DT:s, the behaviour is correct. They ignore them in the pathfinding calculation. | ||||||||||||
Steps To Reproduce | See attached replay | ||||||||||||
Additional Information | Spring 98.0.1-353-gcae510f develop XTA 9.745 | ||||||||||||
Tags | No tags attached. | ||||||||||||
Checked infolog.txt for Errors | |||||||||||||
Attached Files |
|
![]() |
|
Google_Frog (reporter) 2015-02-11 14:20 |
Surely you would want the units to move towards the obstacles and then path around them when they discover that their path is completely blocked. It sounds infeasible to keep separate pathing maps for each allyTeam (this is effectively your request). In the case of reclaiming I would not expect the engine to do that sort of complicated unit behaviour. You can probably write a gadget to do it for you. |
abma (administrator) 2015-02-11 22:47 |
imo this is a feature request as afaik currently only one pathmap for all teams exists |
Jools (reporter) 2015-02-12 20:29 |
I don't want the engine to do any relciaming, I just said this is what the player would do. I'm not sure I want the engine to reroute the units either once it discovers the path is blocked. Maybe the best solution would be to stop when a block is found. Maybe there could be a callin to lua in this case too so gamedevs or players could decide how to handle the situation. I don't know if it can be done without keeping separate pathing maps for each team. |
![]() |
|||
Date Modified | Username | Field | Change |
---|---|---|---|
2015-02-11 09:09 | Jools | New Issue | |
2015-02-11 09:09 | Jools | File Added: 20150211_095911_Speedrnetall_98.0.1-353-gcae510f develop.sdf | |
2015-02-11 14:20 | Google_Frog | Note Added: 0014021 | |
2015-02-11 22:47 | abma | Note Added: 0014031 | |
2015-02-11 22:47 | abma | Severity | major => feature |
2015-02-12 20:29 | Jools | Note Added: 0014041 |