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Unit Paths Comment... plus...
Posted: Wed Jul 20, 2011 6:39 am
by WriterJWA
I just want to put this out there....
I would be willing to PAY MONEY for either a patch or a mod that ELIMINATES or EXTREMELY MITIGATES the wayward path choices regiments take when ordering them to move individually. I've seem regiments ordered just meters in front of them in clear terrain without units or other impediment take round-about routes to get where what would normally require marching directly ahead. This is particularly frustrating when under fire and taking casualties. :pinch:
Also, are there any plans to open the game up for Dual Core processing? I understand that the game does not support that. Under Garnier's MP campaign, we routinely get upwards of 15 or more players (We just had an 18-player game here recently) and many times crashes are a result of processing shortages where there should be none (think: over a dozen players issuing commands over more than a dozen computers exponentially). Wouldn't opening the game up to a second processor to those who have them eliminate the bottlenecks, and even help with single player game processes (and even allow for larger scenarios)?
Just some thoughts! Otherwise. LOVE THE GAME! We play almost nightly and have some great fun in great battles!
Cheers,
Jay
Re: Unit Paths Comment... plus...
Posted: Wed Jul 20, 2011 8:04 am
by X Navy Seal
One other thing, on top of what Writer just said. Has it been brought to the attention of any of the designers about what we call the "7 bug"? That is, whenever we join staging it usually will show only 7 players when there are more present. This results in everyone having to constantly re-join the staging room through IP until everyone can see the actual number of players that are present and then the oob when the host puts it up. Usually this works out eventually but if there are enough players more often than not we'll end up with the same player in the room twice and then have to re-do. I'm not sure if I explained this well enough - but anyone that regularly plays Garnier's campaign will know what I'm talking about.
Thanks
Re: Unit Paths Comment... plus...
Posted: Wed Jul 20, 2011 7:49 pm
by Little Powell
About the pathing; there's a toss-up between having the troops take strange routes to their destinations, or have them move on top of other regiments and right into lines of fire. Before the pathing system was put in, the regiments would pile on top of each other and run right into firing troops. Yes the pathing is not perfect and it could still use a little work, but I wanted to explain why it is there.
I wasn't aware the game didn't support Duel Core processing, but regardless we are going to be experimenting with mulithreading technology for the next big release. This should greatly improve performance.
Re: Unit Paths Comment... plus...
Posted: Wed Jul 20, 2011 7:51 pm
by Little Powell
One other thing, on top of what Writer just said. Has it been brought to the attention of any of the designers about what we call the "7 bug"? That is, whenever we join staging it usually will show only 7 players when there are more present. This results in everyone having to constantly re-join the staging room through IP until everyone can see the actual number of players that are present and then the oob when the host puts it up. Usually this works out eventually but if there are enough players more often than not we'll end up with the same player in the room twice and then have to re-do. I'm not sure if I explained this well enough - but anyone that regularly plays Garnier's campaign will know what I'm talking about.
Thanks
Never heard of that one before. It's hard for us to re-create a bug like that because we never have 7 players during testing. See if you can get in a detailed description of the problem to the support email address and Norb will look into it.
Re: Unit Paths Comment... plus...
Posted: Wed Jul 20, 2011 8:14 pm
by WriterJWA
Never heard of that one before. It's hard for us to re-create a bug like that because we never have 7 players during testing. See if you can get in a detailed description of the problem to the support email address and Norb will look into it.
I'm not sure if it's recorded in any log file, but I typically have this happen every game, as well as a few other players. Generally, the remedy has been to join directly by IP instead of through the room, meaning the problem (theoretically) lies somewhere between the room creation screen and the staging room. Sometimes we'll see the "7 bug" when joining to IP directly, but it not as frequently. I wonder if it doesn't have something to do with a large number of players entering the staging room all at once.
Re: Unit Paths Comment... plus...
Posted: Wed Jul 20, 2011 8:31 pm
by Davinci
We are going to be experimenting with mulithreading technology for the next big release. This should greatly improve performance.
Great, Excellent News!
davinci
Re: Unit Paths Comment... plus...
Posted: Thu Jul 21, 2011 6:13 pm
by MikeCK
I'de be satisfied if my couriers would just run in a straight line to the general. instead, in order to get a message to a unit 100 meters to my left, I have to watch a courier run right onto a road that takes him around the battlefield.
Re: Unit Paths Comment... plus...
Posted: Thu Jul 21, 2011 6:42 pm
by Little Powell
I'de be satisfied if my couriers would just run in a straight line to the general. instead, in order to get a message to a unit 100 meters to my left, I have to watch a courier run right onto a road that takes him around the battlefield.
This is another thing that has been worked on and improved but its still not perfect. The idea behind the couriers using roads is to stress the importance of keeping main roads, junctions, etc. open and clear of the enemy; how it was historically.
Re: Unit Paths Comment... plus...
Posted: Thu Jul 21, 2011 7:03 pm
by Damned Black Hat
I just want to put this out there....
I would be willing to PAY MONEY for either a patch or a mod that ELIMINATES or EXTREMELY MITIGATES the wayward path choices regiments take when ordering them to move individually. I've seem regiments ordered just meters in front of them in clear terrain without units or other impediment take round-about routes to get where what would normally require marching directly ahead. This is particularly frustrating when under fire and taking casualties. :pinch:
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'de be satisfied if my couriers would just run in a straight line to the general. instead, in order to get a message to a unit 100 meters to my left, I have to watch a courier run right onto a road that takes him around the battlefield.
This is another thing that has been worked on and improved but its still not perfect. The idea behind the couriers using roads is to stress the importance of keeping main roads, junctions, etc. open and clear of the enemy; how it was historically.
For a future patch, it'd be awesome if a script was added that would have the courier calculate how long it would take by road or straight to the recipient, then choose the quicker path. As someone who has no idea how to write that stuff, that's definitely easier said than done.
Re: Unit Paths Comment... plus...
Posted: Thu Jul 21, 2011 7:21 pm
by WriterJWA
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'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 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.