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Pathfinding?
Posted: Fri Oct 08, 2021 3:15 pm
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

RE: Pathfinding?
Posted: Fri Oct 08, 2021 3:18 pm
by goldfinger35
And a test scenario, if needed.
RE: Pathfinding?
Posted: Sun Oct 17, 2021 6:36 am
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.

RE: Pathfinding?
Posted: Sun Oct 17, 2021 10:19 am
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
RE: Pathfinding?
Posted: Sun Oct 17, 2021 2:31 pm
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)
RE: Pathfinding?
Posted: Mon Oct 18, 2021 1:20 am
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" ?
RE: Pathfinding?
Posted: Mon Oct 18, 2021 2:04 am
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)
RE: Pathfinding?
Posted: Mon Oct 18, 2021 1:01 pm
by goldfinger35
I also have shortest route and and it happens often. Sometimes I get apsurd routes:

RE: Pathfinding?
Posted: Mon Oct 18, 2021 1:02 pm
by Dimitris
We'll take a look when we can. Currently we are all fully engaged.
RE: Pathfinding?
Posted: Mon Oct 18, 2021 1:20 pm
by goldfinger35
Thanks. One more example: group is ordered to sail SW but one ship decides to go rogue

RE: Pathfinding?
Posted: Tue Nov 02, 2021 9:04 pm
by KnightHawk75
Is there any way to avoid AI meddling with ship pathfinding?
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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.