Pathing Poll
Posted: Thu Aug 04, 2011 9:48 pm
Two differing opinions are offered below...taken from another pathing thread. On one side, eliminate the pathing until it's fixed, possibly with smaller pathing tiles. Another side, make the present pathing system even broader, larger pathing tiles, so units make even wider paths to avoid collisions or engagement interference. What do you think?
At the risk of being brash ... in order to avoid a smaller problem of units passing through or residing in the same space as other units in order to trump up realism, the game instead fattens gawdy unrealistic actions while doing little to mitigate the first one. Units still can stack one upon the other, as Parker can certainly attest to. Just yesterday, I saw two regiments occupy the exact same space. Day before that, a player in MP was able to stack a fence line with practically three brigades of infantry stacked up on each other. This happens routinely. Meanwhile, players have to micro-manage their regiments to get them into position because they go on wild routes.The pathing sets SOW apart from the other TC games. It's aim is to provide realism of troop behavior whereas moving in front of or through firing lines was totally unreal. Making the pathing tiles available in the Debug mode is how folks can check out and scrutinize the pathing system, and possibly provide suggestions to improve this feature.
My basic, and albeit somewhat knee-jerk, idea is to shut off the pathing until it can be better worked out. Or, if practical, designate specific objects that are considered impassible on the maps and have regiments wrap their routes around the dimensions of the object as tight to the object as possible if the path is blocked by such an object. A good example of this is how regiments go around buildings. Putting the regiments into column may not work, either, when facing an enemy regiment in line. If I want them to move forward in line, then putting them into column will make them more susceptible to casualties.Doubt if the LOS fix will help with the pathing issues introduced in this thread. Patch is ready, Norb should get the installer up any day now.
Too bad we don't have any pathing fixes, I'd like more than anyone to get this resolved. Maybe one fix to consider would be for units that must detour their straight line path due to pathing constraints, automatically form into column formation, thus narrowing their pathing field. Thoughts?
RebBugler – I Respectfully Disagree, see we still view some things differently, I can only look at this game as a million lines of code, and what is-coded can also be un-coded.I like this idea of being able to override the pathing when necessary. Throw in a penalty whereas regiments involved could not fire, and would be helpless while the intermingling took place.
However, and a big however, and don't think it's possible to turn off pathing for any duration or for individual units.
I don’t think that the problem is that it can’t be done, but the bigger problem would be how much trouble it would be for Norb too do!
You have to remember that the Take Command is also programmed to over-ride the AI routines\ code.
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EDIT Post:
I will also add that I am one-hundred-percent-opposed to any changing of the AI coding that pertains to the units walking around each other.
I still think that the AI units stay too close to each other during battle.
I would like to see a little bit more spacing between them.
This is why I think that the right approach would be for the player to suspend the AI temporarily for said unit , instead of tampering with the current system.
davinci