If you activate show tiles in the Debug mode, you can see why the pathing may seem goofy at times, unfortunately, more times than not. We are well aware of this behavior, and like you said, as the game is eventually threaded, this will most probably be worked out. In the meantime, the pathing is based on the network of fairly large tiles, necessitated for performance sake. Smaller tiles may be made possible with core threading so they don't hit the performance areas, but, I'm really just guessing...and hoping.I'm gonna' need to turn on FRAPS this weekend and get either some screenshots or short vids to show some of the goofiness related to unit paths. Just last night I had a unit I wanted to march less than 200 meters in column and form line on a fence. This was on Benner's Hill near the creek dividing Benner's and Culp's. The straight-line terrain between the regiment and the fence was clear. A firing six-gun battery was to it's right front partially straddling a fence. The AI decided to march the regiment completely around the right side (including crossing a fence) of the six-gun battery, countermarch in front of the firing battery, re-cross the fence, and take up it's ordered position on the front left side of the battery. I had to click the regiment's destination in stages, just a few yards in front of it, and virtually drag it to the fence in a straight line. This and similar occurrences are routine...
I get around this by ordering the unit several yards behind where I want them to be, so that they march directly to it. Then, I use the Forward 100 Yards command, then halt them when they are in position. If you use the Attack March (I believe that's the name of it in Bugles and Flags), they will keep going until you order them to stop.
I completely understand and empathize with coder's who have to develop a game of this magnitude, and that nothing can be perfect in a computer simulation of this detail. Generally, I see the difficulties in programming out certain "gamey" aspects such as Seal's infamous column charging tactic, and even couriers that stick to roads, but the routing system is a bit much IMHO.
If you need immediate satisfaction with the pathing try the 'justrun' command...gives you a straight path every time, but unfortunately makes your unit very vulnerable, and it is very prone to retreat while in this state if fired upon. Also try micromanaging the path, column formation, and several destination clicks to find the best path...make sure 'pathing arrows' is enabled in options.
If you have any suggestions to improve the present tiling system, we will indeed listen and try to make it better if possible.