Pathfinding & build problems on my map

Pathfinding & build problems on my map

Discuss maps & map creation - from concept to execution to the ever elusive release.

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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Pathfinding & build problems on my map

Post by IceXuick »

Okay, i have this new map, which is 16x16 (8192^2), height, metal, features.. all works well!

That is, against human players...

AI however, doesnt build base (aai not). (aai) builds mex at no metal spots, builds 2 solars, and stops building.

NTai does build mex @ the right spot, but than, their pathfinding around the map is terrible...

Is there somethin i should try? change height map ? (res.? format?)

And what does the overlay mean with the F2 button? i only get green areas where i manually painted large flat areas of exactly the same height (and rgb value). Does AI use this? is this green important? do i need more? or less?

plz hlp.

grtz ice.
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

The F2 map shows movement cost for the currently selected unit or buildability for buildings. These are based on slope and obsticles. Green means lower movement cost or that a spot is is buildable.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Weaver wrote:The F2 map shows movement cost for the currently selected unit or buildability for buildings. These are based on slope and obsticles. Green means lower movement cost or that a spot is is buildable.
Its borked in the latest version. :roll:
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

Ah... that explains recent observations, my description was for how it worked before.
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Okay, well.. no one really has an answer to my question than?

The map Artic plains for example has as much 'green' as my map, although bots do play that map quite alot better... should most of the green be 'linked' to each other, or shouldn't i pay attention to the green anyway (cause of the borked-ness) ?

i'll upload V0.9 onto fileplanet so tou can check it out yourself if you want to.

Cathralda is the map name. (this version has quite some height (looks nicer), and bots won't work with high or low map heights anyway...)

If someone has the golden answer, BRING IT TOO MEEE

IceX out.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

dude, there is no golden answer. ATM the ai's are still in development. I honestly have no idea why you're worried about them.
submarine
AI Developer
Posts: 834
Joined: 31 Jan 2005, 20:04

Post by submarine »

hi it would be helpful to see the map...

basically aai and ntai use more or less the same mex spot algorithm
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Well, let's just say i have played OTA very very much against bots. Together with 2 or 3 friends we always played bots, and had some great advanced AI's that could give us a pain in the @ss. As i do like the online play, im still am a great fan of offline skirmishes against cpu's. So that's why im bothered.

Image

If this aint fixed, this might mean i won't be mapping, until it IS fixed.

lator..
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Who cares if AI's work or not, that map is Great!!!
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

No way I'm going to give an AI all the fun playing this map.
As for pathfinding, there are multyple buggs in it in this release. Wait for the next version of Spring. Things will be better.
As for AI mistakes, release the map, and ask at the AI coders if they take a look at their AI's behavior.
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

NOiZE wrote:Who cares if AI's work or not, that map is Great!!!
Agreed, if you make a good map that plays well for humans, don't change it to work with AIs. The AI's do favour some maps over others, but I am sure that the programers aim is for them to be able to play on any map eventually.
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IceXuick
Posts: 519
Joined: 14 Mar 2006, 01:46

Post by IceXuick »

Okay thx for the comments!

I already knew the ai was a bit crap, but i would have liked it when they could understand the map...

well, you can download this map on fileuniverse - Cathralda v.09
http://www.fileuniverse.com/?p=showitem&ID=2666


let me know how it plays, and what possibly needs to be changed.

greets,

ice
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