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RE: Armour pathfinding...

Posted: Fri Aug 06, 2010 4:11 pm
by Dundradal
Ahhh so it was more the Eidenhoven map than any actual improvements. Check.

RE: Armour pathfinding...

Posted: Fri Aug 06, 2010 4:43 pm
by Ivan_Zaitzev
I really, really like LSA, I think its a great game and some bugs are inevitable.
But this pathfinding stuff just cracks me up, how can you release a game with a huge bug like the "Can´t go there" one?
Its one of the biggest, most notable flaws and it needs a 2nd patch to be fixed?
Was the game tested before releasing? Because everybody notes this, how is it possible a testing team did not noticed it? And if they did, how is it possible they released the game before fixing it?
Some stuff like "glass trees" and "Girlie soldiers" might be a difference in opinions, but this "can´t go there" thing is clearly a bug.

RE: Armour pathfinding...

Posted: Fri Aug 06, 2010 4:54 pm
by Cathartes
With far better than Vegas odds, I'm currently placing a large wager that vehicle pathfinding will be dramatically transformed.

RE: Armour pathfinding...

Posted: Fri Aug 06, 2010 5:24 pm
by RD Oddball
@ cathartes & rest of testing team - Lets not get hopes built up please. I'd prefer any anticipations or reactions be a completely determined by each person on their own. Let users be the judge. Thanks.

Technically speaking it will, in our opinions, still only be an improvement. Lets leave it at that.

RE: Armour pathfinding...

Posted: Fri Aug 13, 2010 4:37 pm
by dandechino
Hoping this is addressed quickly.

RE: Armour pathfinding...

Posted: Fri Aug 27, 2010 12:17 am
by Sfox28
[8D]This vehicle path-finding is the worst problem in the game! I've noticed that using "sneak" seems to work better than move or fast move. But alas, it still makes you move in "baby-steps"!

Mahalo,[8D]

RE: Armour pathfinding...

Posted: Fri Aug 27, 2010 5:10 am
by Andrew Williams
A hint of things to come

http://closecombat.matrixgames.com/LSA/ ... /LSA1.html


i think some of the more inadequate performance issues may be addressed.

RE: Armour pathfinding...

Posted: Fri Aug 27, 2010 7:07 am
by Renato
You haven't avoided difficulties. [:D]

It seems pretty good. Let's hope!

RE: Armour pathfinding...

Posted: Fri Aug 27, 2010 7:45 am
by Manu
wow, is it possible? [;)]

RE: Armour pathfinding...

Posted: Fri Aug 27, 2010 11:43 am
by TheReal_Pak40
Andrew, that certainly seems like an improvement. Now how bout the Deployment AI? When is this going to be fixed? It would improve the game tenfold.

RE: Armour pathfinding...

Posted: Fri Aug 27, 2010 9:48 pm
by xe5
ORIGINAL: Andrew Williams

A hint of things to come

http://closecombat.matrixgames.com/LSA/ ... /LSA1.html

i think some of the more inadequate performance issues may be addressed.

Can we expect even better vehicle performance in daylight action where crews would actually be able to see where they're going?

RE: Armour pathfinding...

Posted: Fri Aug 27, 2010 9:59 pm
by Andrew Williams
They are on a diet rich in beta carrotine

RE: Armour pathfinding...

Posted: Fri Aug 27, 2010 10:14 pm
by Txema
ORIGINAL: Andrew Williams

A hint of things to come

http://closecombat.matrixgames.com/LSA/ ... /LSA1.html


i think some of the more inadequate performance issues may be addressed.

Wow !!!

That is an improvement !!!

We need a beta patch with those fixes very soon [:)]


Txema

RE: Armour pathfinding...

Posted: Sat Aug 28, 2010 2:31 am
by Sapa
Thank Good! that we bought the game and told the developers about the problems with the pathfinding...sure hope they have red the info of the indestructable halftrucks to...

[&:][&:] / Mats