Pathfinding?

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goldfinger35
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Pathfinding?

Post by goldfinger35 »

Is there any way to avoid AI meddling with ship pathfinding?
Here is an example of ship taking an alternate route. I think it happens when water is <100 feet
Thanks



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goldfinger35
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RE: Pathfinding?

Post by goldfinger35 »

And a test scenario, if needed.
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goldfinger35
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RE: Pathfinding?

Post by goldfinger35 »

ok, I really sometimes don't understand pathfinding. In this example my ships are taking a detour but depth is -2.000 feet and there are no islands to avoid.

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BDukes
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RE: Pathfinding?

Post by BDukes »

Hi Goldfinger

The layers are two different data sources so sometimes there are visual or data mismatches or sometimes even blanks. The nav code looks at depth so sometimes it does things that may not make sense just looking at the blue marble layer. It works well 97% of the time though which is great.

You can tinker with this calculation a bit under game-->Game options->Fine grained navigation.

Mike
" You have to be realistic about these things." ~Logan Ninefingers
morphin
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RE: Pathfinding?

Post by morphin »

Hi
ON my experience it works only about half the time. The pathfinding should be improved and it should be able to manually set the path (overriding it)
Dimitris
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RE: Pathfinding?

Post by Dimitris »

ORIGINAL: morphin
The pathfinding should be improved and it should be able to manually set the path (overriding it)

Isn't this accomplished by the doctrine setting "Navigation --> Shortest Route" ?
morphin
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RE: Pathfinding?

Post by morphin »

I always have "shortest Route" set and have the same phaenomen on every scenario that i play. One workaround is to set a very very short path and adjust it every time the path finished (but that's not really fun to play)
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goldfinger35
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RE: Pathfinding?

Post by goldfinger35 »

I also have shortest route and and it happens often. Sometimes I get apsurd routes:

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Dimitris
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RE: Pathfinding?

Post by Dimitris »

We'll take a look when we can. Currently we are all fully engaged.
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goldfinger35
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RE: Pathfinding?

Post by goldfinger35 »

Thanks. One more example: group is ordered to sail SW but one ship decides to go rogue

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KnightHawk75
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RE: Pathfinding?

Post by KnightHawk75 »

Is there any way to avoid AI meddling with ship pathfinding?
---
Not really. Set a manual multi-point manual path, generally is a workaround for ships, not always so well for ground units. A No-pathfinding or 'disabled' selection option would be nice, where other then stopping if it hits ground (ships)or stopping if it hits water (ground), it just does what you tell it to do regardless of if it's longer\shorter\slower\faster path etc.
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