The screenshot illustrates below illustrates a suggestion on how I think the pathfinding could be further improved.
My champion Ralle is escorting a new city location. Ralle doesn't like to get wet in the attempt of wading through a river. Instead he wants to walk all the way around the river, through the spooky woods, and past hungry Mr. Bear. It's estimated to take 3 more seasons to get there.
In the future, can we have the possibility of crossing a river figured into the AI calculations? Nevermind, the AI can cross a river. Anyways hopefully this a helpful example for tuning the pathfinding.
ATTACHMENT: Save Game and Copy of Screenshot
This is why it would be so awesome to be able to specify waypoints. Right now, you'd need to tell the unit to walk to the river. Once it reached that point, THEN you have to remember where that unit was going and complete the rest of the path. At least with waypoints, the AI could recalculate the path to take from that point to compensate for a poor overall choice. Plus waypoints are handy anyway for where armies should join together.
Any chance there might be some improvements to pathfinding and/or the addition of waypoints?
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Ah, yes. It would also be a nice simple way to fix the problem with A* on large maps that Brad mentioned in one of his posts.
Yeah. I'd also appreciate it if, when you end a Turn and units complete their designated moves, you're given the option to spend any remaining movement points (when available). Especially dealing with movement on broken roads, you can leave a lot of squares unmoved if you're unlucky and/or not paying attention.
Way-points would be a great addition to pathfinding. I also hate it when I get careless and order a movement beyond one turn's movement points. My unit sometimes ends its turn right next to a nasty lair or monster stack. Usually that means I won't have to bother giving my unit any more moves as it will be dead. Waypoints would minimize this regrettable 'feature' of the current pathfinding mechanic.
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