Edrin Posted May 20, 2013 Share Posted May 20, 2013 I'm not sure if this was brought before, but the pathfinding is lacking even for simple movements. It seems the pathfinding IA does not take change of direction into account, often resulting in a few action points lost on nearly every movement. In this example, the default path is to first change direction, then move one tile, then change direction again to move. One action point could have been saved by advancing in the red tile first, then change direction, then advance to the destination. It may not look much, but simply avoiding an obstacle often end in 2 or 3 lost points. And this happens to nearly every movement. By the way, the game seems to break windows'screenshot management when in fullscreen and non native resolution. I had to switch to windowed mode. Thankfully, the standard ALT-Enter shortcut works in this game. Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted May 21, 2013 Share Posted May 21, 2013 Can you actually move to that tile? It seems like it's overlapping on that rock. Quote Link to comment Share on other sites More sharing options...
Chris Posted May 29, 2013 Share Posted May 29, 2013 I'd suggest that the rock is actually on the red tile and the image is misaligned. Quote Link to comment Share on other sites More sharing options...
flashman Posted May 29, 2013 Share Posted May 29, 2013 It is found here tiles/desert/cover/rock_cover_1x1_8.png From a look at the spectre it seems to be alligned ok, but there might be a mild over lap of next square as it doesnt fit perfectly. Quote Link to comment Share on other sites More sharing options...
Edrin Posted June 6, 2013 Author Share Posted June 6, 2013 I shouldn't have made a screenshot… This flaw appear anywhere, even on a flat, bare land. Just check it: orient a character diagonally and try to make a knight move (like in chess) in the corresponding position, and there you are. And, yes, in the screenshot, the tile I colored in red is, of course, passable. Quote Link to comment Share on other sites More sharing options...
green slime Posted June 7, 2013 Share Posted June 7, 2013 Edrin is correct. The alternative, of course, is to manually do the "best move". I find it kind of strange that altering facing consumes so much TU. I mean 4 TU to squat/stand, 1 to look 45 degrees to the left or right? No wonder I get so tired at work. Strange I'm not more fit, though. Quote Link to comment Share on other sites More sharing options...
Grazgul Posted June 7, 2013 Share Posted June 7, 2013 Edrin is correct. The alternative, of course, is to manually do the "best move". I find it kind of strange that altering facing consumes so much TU. I mean 4 TU to squat/stand, 1 to look 45 degrees to the left or right? No wonder I get so tired at work. Strange I'm not more fit, though. Jeez I wish, I have a swivel chair at work, talk about massive movement for no effort! I have noticed that the pathing AI is a little woeful and that turning is a massive drain on your TU, honestly I feel it should be free. Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted June 7, 2013 Share Posted June 7, 2013 But turning in place takes time, therefore it takes a TU. Turning in place while crouching takes even more time, ergo it takes 2 TUs. Quote Link to comment Share on other sites More sharing options...
Mox Posted June 7, 2013 Share Posted June 7, 2013 Might have to just look closely at the suggested paths, and best move manually for now. Improving path finding algorithms is a chore to say the least. Quote Link to comment Share on other sites More sharing options...
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