Courier Pathing
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Re: Courier Pathing
How about just eliminate the courier graphic and use a time delay dependant on how far the receiving unit is from the sender? After the delay, the courier shows up. And sometimes it doesn't show up. And the sender doesn't know whether the courier made it or not.
And whether or not you control the surrounding roads factors into the time delay and failure rate.
And whether or not you control the surrounding roads factors into the time delay and failure rate.
Re: Courier Pathing
Sorry guys, but there wont be any big fix for this anytime soon. There wont be a new option added to send it by roads or over the open either. Or removing the courier sprite. They're all big fixes and there is alot of other work underway that is taking priority.
What I need to find out now is what changed after 4.022 or whatever patch it was, and then either try and fix that or as a group decide to stick with what we have now. From what I can tell a few of you prefer the road method of play rather than over the open.
What I need to find out now is what changed after 4.022 or whatever patch it was, and then either try and fix that or as a group decide to stick with what we have now. From what I can tell a few of you prefer the road method of play rather than over the open.
Last edited by con20or on Wed Mar 28, 2012 12:37 am, edited 1 time in total.
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Re: Courier Pathing
The speed of a courier could be coded faster on roads, faster than other units. Probably it is already faster, but tweaking it even more, the importance of the road could be crucial because it would be faster for a courier travel a mile on road than on wild. Just An option.
The same for carromates and chariots. Affecting to reloading and supplies.
And I am sure that on real life the road was important even on battle exactly because of this, and the enemy can not own strategic positions affecting the post battle! So even in battle the road must be slightly controlled. All of this will depend on each battle, but general gameplay rules are needed.
Dont like the roads?
Ok. Imagine It: Delete them, let´s finish with one of the most fun parts of the game. This is, Maneuvering in chaos and creating lines. Just Because the importance of the roads were simply strategical far away from the game tactical concept and they are not important during the battle because the impact is few on couriers and supplies.
To me that would ruin the game.
Greetings.
The same for carromates and chariots. Affecting to reloading and supplies.
And I am sure that on real life the road was important even on battle exactly because of this, and the enemy can not own strategic positions affecting the post battle! So even in battle the road must be slightly controlled. All of this will depend on each battle, but general gameplay rules are needed.
Dont like the roads?
Ok. Imagine It: Delete them, let´s finish with one of the most fun parts of the game. This is, Maneuvering in chaos and creating lines. Just Because the importance of the roads were simply strategical far away from the game tactical concept and they are not important during the battle because the impact is few on couriers and supplies.
To me that would ruin the game.
Greetings.
Last edited by Gudadantza on Wed Mar 28, 2012 2:11 am, edited 1 time in total.
Re: Courier Pathing
that is unfortunate.Sorry guys, but there wont be any big fix for this anytime soon.
from what i can tell there is a clear line here between single players and multiplayers .From what I can tell a few of you prefer the road method of play rather than over the open.
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Re: Courier Pathing
I think MTG has said it all. There seems to be a distance built in, less than which a courier will ride direct, which is fine. Over this distance (MTG says 400yds, I think its longer, about 600yds) the courier rides first towards the nearest road, regardless of which direction that is, then follows the road network until he gets to the closest road to the receiving unit and then he cuts across country to it.
The problem is the couriers ignore blocking enemy presence and they ignore if the receiving unit is in line of sight. Sometimes, on certain maps the road network is very sparse and the couriers take stupidly long paths to deliver their messages.
Saying that "the player(s) should ensure they control the road network" is a wholly spurious argument since, as MTG has said, in battle couriers did not use the roads, but galloped direct since time was critical. In strategic terms when riding about delivering messages between corps and divisions with no enemy present a courier might well use roads but not in battle.
The problem affects ALL couriers, although it is rare for the AI commanders to be beyond the boundary distance from their units so most AI to AI pathing is fine. Players moving away from their units is the culprit and I suspect its far worse in HITS games because the players information is so limited by the terrain that he has to ride around quite a bit to find the enemy and find good ground, thus he tends to move in advance of his troops a good deal.
The problem therefore affects player to player and player to AI couriers most. It is a problem whether the sender or receiver are on roads or not, its this break point in the distance apart which is the trigger.
I don't think anyone seriously needs/expects big changes or new systems or removed sprites or anything too clever; we know the team is hard at work on the next release; we just want what was changed in 4022 or 4024 to be changed back to how it was. Some kind of instruction was added that said "if distance to recipient is beyond X yards, use roads". Remove that and we should be fine.
The problem is the couriers ignore blocking enemy presence and they ignore if the receiving unit is in line of sight. Sometimes, on certain maps the road network is very sparse and the couriers take stupidly long paths to deliver their messages.
Saying that "the player(s) should ensure they control the road network" is a wholly spurious argument since, as MTG has said, in battle couriers did not use the roads, but galloped direct since time was critical. In strategic terms when riding about delivering messages between corps and divisions with no enemy present a courier might well use roads but not in battle.
The problem affects ALL couriers, although it is rare for the AI commanders to be beyond the boundary distance from their units so most AI to AI pathing is fine. Players moving away from their units is the culprit and I suspect its far worse in HITS games because the players information is so limited by the terrain that he has to ride around quite a bit to find the enemy and find good ground, thus he tends to move in advance of his troops a good deal.
The problem therefore affects player to player and player to AI couriers most. It is a problem whether the sender or receiver are on roads or not, its this break point in the distance apart which is the trigger.
I don't think anyone seriously needs/expects big changes or new systems or removed sprites or anything too clever; we know the team is hard at work on the next release; we just want what was changed in 4022 or 4024 to be changed back to how it was. Some kind of instruction was added that said "if distance to recipient is beyond X yards, use roads". Remove that and we should be fine.
Last edited by Saddletank on Wed Mar 28, 2012 2:21 am, edited 1 time in total.
HITS & Couriers - a different and realistic way to play SoW MP.
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Re: Courier Pathing
Not a bad idea. I am not a fan of it but It is an idea could be implemented in a game and be working.How about just eliminate the courier graphic and use a time delay dependant on how far the receiving unit is from the sender? After the delay, the courier shows up. And sometimes it doesn't show up. And the sender doesn't know whether the courier made it or not.
And whether or not you control the surrounding roads factors into the time delay and failure rate.
But imagine, you can see the courier at the distance. If you are on HITS, you see him and wonder... Will it be a message to me? will it be the help I got?
I consider it one of the beauties of the game...
Greetings!
Last edited by Gudadantza on Wed Mar 28, 2012 2:18 am, edited 1 time in total.
Re: Courier Pathing
dont forget about on the Antietam map some of the roads are broke so when the courier takes a ridiculous path to go somewhere it ends up taking an even more ridiculous route.
The problem is the couriers ignore blocking enemy presence and they ignore if the receiving unit is in line of sight. Sometimes, on certain maps the road network is very sparse and the couriers take stupidly long paths to deliver their messages.
Re: Courier Pathing
Well thats another issue you're having that I cant recreate.
I tried patch 1.4012, 1.4023 and 1.4026. In each of them the couriers went straight to the recipient. I seperated 5 officers all over a big square on the map, had as many roads as possible between them and the couriers didnt go by road once.
Can you guys check two things for me
- do you see it in SP or is it only in MP.
- does it still happen after you disable your mods.
I tried patch 1.4012, 1.4023 and 1.4026. In each of them the couriers went straight to the recipient. I seperated 5 officers all over a big square on the map, had as many roads as possible between them and the couriers didnt go by road once.
Can you guys check two things for me
- do you see it in SP or is it only in MP.
- does it still happen after you disable your mods.
Re: Courier Pathing
It happens in both.
Re: Courier Pathing
That's just because the roads are not all connected on the map bmp files.
It's not hard to fix individual intersections in a mod, the trouble is finding all of them. There are a lot on the antietam maps.
It's not hard to fix individual intersections in a mod, the trouble is finding all of them. There are a lot on the antietam maps.