Page 1 of 1
Pathway bug on castles
Posted: 07 Sep 2005, 08:11
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.
Re: Pathway bug on castles
Posted: 07 Sep 2005, 08:13
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.
Re: Pathway bug on castles
Posted: 07 Sep 2005, 08:39
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.