October 24, 2001, 09:32
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#1
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Settler
Local Time: 16:06
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 22
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Pathfinding
One of my biggest worries for Civ3 is the pathfinding... I think the pathfinding in Civ2 was totaly horrible and made the goto option absolutely useless. How hard can it bee!!! What do you think, is it fixed this time?
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October 24, 2001, 09:53
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#2
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King
Local Time: 15:06
Local Date: October 31, 2010
Join Date: Apr 2001
Location: of shreds and patches
Posts: 1,771
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Yeah, I loved it when I sent I unit one way and it started to go in the other! What fun!
I did see I post months ago from Firaxis that they had sorted it but then I did see a post months ago saying there would be MP....
__________________
'No room for human error, and really it's thousands of times safer than letting drivers do it. But the one in ten million has come up once again, and the the cause of the accident is sits, something in the silicon.' - The Gold Coast - Kim Stanley Robinson
'Feels just like I can take a thousand miles in my stride hey yey' - Oh, Baby - Rhianna
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October 24, 2001, 09:55
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#3
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Warlord
Local Time: 10:06
Local Date: October 31, 2010
Join Date: May 2001
Location: Eastern US
Posts: 129
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the pathfinding in SMAC was much improved, although it fouled up occasionally also. hopefully they have fixed these minor problems.
the feature that allowed you to see the exact path the unit will take was extremely helpful.
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October 24, 2001, 10:04
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#4
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King
Local Time: 15:06
Local Date: October 31, 2010
Join Date: Apr 2001
Location: of shreds and patches
Posts: 1,771
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Not only do I want to see good pathfinding it would nice if it moved the units in an order that makes sense. I.E. you have a worker making a road and a Pikeman wanting to move there. It would be great if the the program chose the worker first then moved the Pikeman so he could use the road. Now that would allow me to trust the computer to move for me...
__________________
'No room for human error, and really it's thousands of times safer than letting drivers do it. But the one in ten million has come up once again, and the the cause of the accident is sits, something in the silicon.' - The Gold Coast - Kim Stanley Robinson
'Feels just like I can take a thousand miles in my stride hey yey' - Oh, Baby - Rhianna
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October 24, 2001, 11:13
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#5
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Emperor
Local Time: 16:06
Local Date: October 31, 2010
Join Date: Mar 2000
Location: London, UK
Posts: 3,732
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I thnk you're being way to hopeful there, SITS. Ah, I remember the days of invading with 30 engineer units in the forefront, building a railroad into the enemy country
__________________
To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection. H.Poincare
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October 24, 2001, 11:24
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#6
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Warlord
Local Time: 01:06
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Sydney, Australia
Posts: 160
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i think in one of the ask the developers updates they are firmly convinced that the civ 3 pathfinding will work *perfectly*.
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October 24, 2001, 11:27
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#7
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Emperor
Local Time: 10:06
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Smemperor
Posts: 3,405
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I hope there is a number on the path that lets the player see how many turns it will take to get to a particular location.
__________________
Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
...aisdhieort...dticcok...
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October 24, 2001, 11:32
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#8
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Settler
Local Time: 16:06
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 22
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Yeah, like in Heroes of Might and Magic. I've never played AC, but I'm glad to hear that it's pathfinding was a lot better
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October 24, 2001, 15:44
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#9
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Warlord
Local Time: 10:06
Local Date: October 31, 2010
Join Date: May 2001
Location: U.K.
Posts: 237
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Any path that doesn't leave my precious settlers/workers running right into the nearest enemy unit would be a massive improvement on every other civ game I've ever played. But only playing time will tell... 23 days and counting.
David
__________________
"War: A by-product of the arts of peace." Bierce
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October 24, 2001, 16:49
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#10
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Emperor
Local Time: 10:06
Local Date: October 31, 2010
Join Date: Mar 2001
Location: mmmm sweet
Posts: 3,041
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Quote:
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Originally posted by Crouchback
Any path that doesn't leave my precious settlers/workers running right into the nearest enemy unit would be a massive improvement on every other civ game I've ever played. But only playing time will tell... 23 days and counting.
David
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7 days, ahhhhh I love being in the US...
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October 24, 2001, 16:56
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#11
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Prince
Local Time: 15:06
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Southeast England , UK
Posts: 592
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Give Firaxis a break,
coding accurate pathfinding is a nightmare,
I'm starting on coding pathfinding for a game , and its very tough.
I'm trying to get it to take into account obstacles and slow forests/slopes . You have to somehow get the unit to find the shortest route to somewhere around seas and enemy positions, without getting blocked by enemy units and making sure you can defend yourself if ambushed.
Basically the path is as long as a piece of string.. its very complex with hundreds of different routes a unit could go from one side of the map to the other.
I suppose the pathfinding also affects how large maps and continents can be, civ2's pathfinding seems amazing for all the factors it has to take into account.. can't wait to see civ3's.
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October 24, 2001, 17:14
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#12
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Chieftain
Local Time: 10:06
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Toronto
Posts: 44
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from what I saw from the videos, it looked like pathfinding was in.... and it looked pretty straight forward (a-la CTP)
I hope its in, because without stacked armies, it'll be hard as hell to move lots of units at the same time
__________________
-=Dave=-
aka Pangaea
aka Civ Guy
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