Thanks LP, I know those rivers are uncrossable but the game needs a more robust mechanic for defining uncrossable water barriers, mainly in the way the AI identifies an obstacle in its path and routes itself around it. Currently it walks into the mud of the riverbank, sees the water is too deep and then wades along the bank for 100s of yards towards the nearest ford or bridge, exhausting itself rapidly. If the unit is marching in a line then half the men are walking along the river bed.
Its all very silly and is probably a worse solution than having the rivers crossable but just very slow to do so.
If the AI can know that on the map ahead is a barrier it cannot cross it would be so much better if it knew where the nearest crossing was (and we know it already knows this because the AI can see the greyscale bitmap) and it then cuts in a straight line from where it is to that point, rather than going to the river and moving along it.
I'm not saying its something you guys would want to change in this version of SoW but if there's to be a v2, please improve the AI pathing in those circumstances. Thanks.
So whats next guys?
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Re: So whats next guys?
HITS & Couriers - a different and realistic way to play SoW MP.
Re: So whats next guys?
Quite simply, there needs to be a fix for impassable terrain. Whether the terrain is water, rocks, swamp, whatever, it needs to exist in future games.
CWGII -> SMG -> SMA -> WNLB -> ANGV -> TC -> TC2M -> SOW
- Little Powell
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Re: So whats next guys?
You are so assertive with your requests, you should apply to join the team. :laugh:Quite simply, there needs to be a fix for impassable terrain. Whether the terrain is water, rocks, swamp, whatever, it needs to exist in future games.
Good discussion gentlemen, and we will definitely visit this issue again for the next game.