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Add somemore node to IA pathing

Posted: Thu Oct 18, 2001 4:11 am
by IKerensky
It is currently lacking some insight because it can get stuck forever behinda "C" shaped acid pit, not finding the way to walk around the "C" border and get at me on the other side.

It is great fun to practice turkey shooting at AT twice your size without any risk at all, but it come quick boring.

After all it is a turn by turn game, I am unsure that adding some pathing deep will really impede on the game rythm.

Posted: Thu Oct 18, 2001 6:46 am
by rosary
Improved AI is another reason to consider getting Warring Suns. The AI will be very much improved over 1.4.

Posted: Thu Oct 18, 2001 12:14 pm
by IKerensky
Hum, great news.

May I suggest you make the "Cross the C and F shaped acid pit to get at the ennemies behind" a regular AI testing ? <img src="tongue.gif" border="0">

Posted: Fri Oct 19, 2001 4:31 pm
by LarkinVB
The new AI uses A* pathfinding and is more capable to use the terrain. But its one thing to find a path and a completly different to teach it to hide in the forrst in hex to the left instead camping in the open plain <img src="frown.gif" border="0">