Courier pathing
Courier pathing
Still having issues with Courier pathing. The most blatant one occurs in the Stannard scenario. If Stannard is at the main Victory Location and sends a courier message to Doubleday requesting more men or whatever, the first courier inevitably attempts to ride TOWARD Confederate lines to use that roadway -- even if that roadway is teeming with confederate units along its entire length! Then, you have to ait for that courier's inevitable death for a second courier to take the more sensible path -- directly east to the main Federal line, then off to Doubleday. It seems almost laughable that the courier would attempt to use the roadway to Stannard's front when so many Reb units are on it.
Steve
Steve
"I'm ashamed of you, dodging that way. They couldn't hit an elephant at this distance."
Major General John Sedgwick's final words, Battle of Spotsylvania Courthouse, May 9, 1864
Major General John Sedgwick's final words, Battle of Spotsylvania Courthouse, May 9, 1864
- Little Powell
- Reactions:
- Posts: 4884
- Joined: Thu Sep 18, 2008 10:25 am
Re:Courier pathing
This is on the plate, and Norb is working on making the courier pathing smarter.
Re:Courier pathing
There really is an issue here with myself on courier pathing, especially since I used to play with bde courier level. The courier IS supposed to take the roads in prevalence because there are fences and walls not easy to jump over or pass around but this should be true for generals, horsemen and artillery units.
So, to me, the priority given to the roads is ok as long as it's the safest and shortest but things would be really tricky and better imo if those unit types took a LARGE movement penalty to cross these obstacles. Control of the roads would become decisive. I would love it for the courier to see that the recipient is close and in sight, perhaps on the same corn field with no hurdles to pass, in these cases using roads is really terrible... got to be one of those things hard to think over and even to code in the proper way. I can't agree with myself on how I would personally make it (if I was able to) so I can't imagine how norb will do it.
So, to me, the priority given to the roads is ok as long as it's the safest and shortest but things would be really tricky and better imo if those unit types took a LARGE movement penalty to cross these obstacles. Control of the roads would become decisive. I would love it for the courier to see that the recipient is close and in sight, perhaps on the same corn field with no hurdles to pass, in these cases using roads is really terrible... got to be one of those things hard to think over and even to code in the proper way. I can't agree with myself on how I would personally make it (if I was able to) so I can't imagine how norb will do it.

Re:Courier pathing
ok i tried just completely deleting courier pop up in the file but it made the game ctd what we need is a TURN-OFF COURIER BUTTON plz get this option in the option file immedidiatly. i don't need couriers, they're just a nusance to me in the single player mode during the scenarios, now multiplayer thats a different story, because they are very usefull there ! but single player ''not so much'' it just hinders playability.
ty
rckgunny
ty
rckgunny
Last edited by rckgunny on Fri Apr 30, 2010 2:42 pm, edited 1 time in total.
Re:Courier pathing
Ideally the courier message would appear, as a small alert to one side of the screen and you could still play while it's there, to view it you'd click on it. That would remove the gameplay disruptions it does cause.
That's a relatively low priority in my opinion though.
That's a relatively low priority in my opinion though.
-
- Reactions:
- Posts: 894
- Joined: Thu Jan 24, 2008 8:20 am
Re:Courier pathing
Garnier wrote:
I like that idea of a very small window up in the corner of the screen with a message such as "Sir, a courier has arrived". No interruption of gameplay. Then open it at your convenience. Yesterday I played a sandbox scenario with the new beta and must have had the same courier message pop up half a dozen times one after the other. Annoying. This is a higher priority for me.Ideally the courier message would appear, as a small alert to one side of the screen and you could still play while it's there, to view it you'd click on it. That would remove the gameplay disruptions it does cause.
Last edited by Amish John on Fri Apr 30, 2010 3:30 pm, edited 1 time in total.
You can get farther with a kind word and a gun than you can with a kind word alone.
Re:Courier pathing
I'd have to agree, that in SP that courier messages could be marginalized, especially the repetitious ones, which can get quite annoying. A discreet way of acknowlegement, like AJ and Garnier mentioned (which I have seen someplace before) would be appropriate IMO.
HOISTINGMAN4
Drafted in Boston
Drafted in Boston
Re:Courier pathing
Technically we're still missing the intercepted courier messages... when an enemy courier is killed we are instantly given his message to the enemy generals... we'd need a new courier to start from the point he is killed and get to our general first. 

Re:Courier pathing
NO,NO,NO. PLZ I BEG YOU NOT ANOTHER WINDOW I'M LOSING MY MIND FROM BEING FLOODED . SWARMED! OVERFLOWED! WITH CONSTANT STEAM ON COURIER MESSAGES PLZ, PLZ, I'M BEGGING YOU , I'M ABOUT TO BLOW MY BRAINS OUT WITH A COLT PISTOL!! JUST MAKE A SIMPLE AND I'M TALKING REALY SIMPLE TO TURN THE COURIERS ON AND OFF! I'M AFRIAD ,VERY AFRIAD IF YOU MAKE A WINDOW TELLING ME COURIERS ARE COMING IT'LL JUST BE ANOTHER CONSTANT STREAM OF COURIERS ARE COMING MESSAGES. I WANT TO PLAY THE GAME ! NOT TURN OFF 1,000 COURIERS MESSAGES! I'VE LOST FAITH IN YOUR ABILITYS TO FIX THIS ISSUE . I'M SERIOUS I'LL PUT A GUN TO MY HEAD AND PULL THE TRIGGER! I WILL , I WILL I'LL DO IT ! I MEAN IT!
:ohmy: :unsure:
rckgunny

rckgunny
Re:Courier pathing
How do you kow what's going on if you don't read courier messages? How would you play without couriers?