Pathway bug on castles

Pathway bug on castles

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Harm
Posts: 18
Joined: 13 Jun 2005, 12:51

Pathway bug on castles

Post by Harm »

If you have half your entrance blocked with teeth or with collectors and you order a groot of units from outside the castle to the castle the units will take the other entrance, even if the half blocked one is faster.
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Re: Pathway bug on castles

Post by Kuroneko »

Harm wrote:If you have half your entrance blocked with teeth or with collectors and you order a groot of units from outside the castle to the castle the units will take the other entrance, even if the half blocked one is faster.
faster or shorter? remember, bottlenecks slow down groups ALOT. and on top of that, makes them more vulnerable.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Re: Pathway bug on castles

Post by SwiftSpear »

Kuroneko wrote:
Harm wrote:If you have half your entrance blocked with teeth or with collectors and you order a groot of units from outside the castle to the castle the units will take the other entrance, even if the half blocked one is faster.
faster or shorter? remember, bottlenecks slow down groups ALOT. and on top of that, makes them more vulnerable.
I'd rather manually decide which rought is fastest and have units travel the shortest rought. Keep in mind simple speed of movement isn't nessicarly the primary goal of a move order, I might be ordering my units out of that passageway so they would stay out of artillery bombardment coming from the other side. Harm, are you sure the units weren't blocked compleatly by something? they tend to see other units as a pathblocker (and for good reason as you can't move through them and there is no gaurrentee the units acctually can move out of the way).

I think the primary goal of a unit doing pathfinding should be to follow the line most continuous with the shift-order move line as possible. Sometimes it seems like it does work that way, and sometimes it doesn't.
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