Bad Pathfinding for RoadBLocks

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lparkh
Posts: 423
Joined: Sun Jul 25, 2004 5:38 pm

Bad Pathfinding for RoadBLocks

Post by lparkh »

I've being tricked by this problem since CS's inception. Would love to see it fixed. When the computer is calculating a move for one of your units -- say down a road -- it ignore the cost of road blocks in doing it's planning. So for example I will see a road block and pick a hex to the side of the road block to go to. The computer computes a path directly through the road block since it doesn't seem to see it for reasoning purposes. So of course my move ends right there. This is hard to remember (only work around is to move one hex by one hex and even then can get tricky). Very painful in campaigns where mud is important (MOscow, 10th Pz) because correct movement is key.

Thanks!
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Jason Petho
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Joined: Tue Jun 22, 2004 10:31 am
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RE: Bad Pathfinding for RoadBLocks

Post by Jason Petho »

I feel your pain.

Hopefully it is something that can be fixed.

Jason Petho
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