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Topic: AI pathfinding...sometimes suicidal.

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13 MAR 2008 at 8:04pm

FlipTrac_511

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The AI pathfinding has got on my nerves! Too often have my units rolled adjacent to spotted enemy units thus being fired upon and encurring significant losses (often in transport mode), on their way to a 'reachable' hex. I suppose there's a dilemma between true reachable hexes and reachable hexes only after going around and avoiding spotted enemy units. Perhaps two types of highlights are in order? Just a thought.

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13 MAR 2008 at 8:26pm

Dale H

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Dale's Rule #1: move every counter individually, one-by-one, one hex at a time. Moving more than one unit at a time or dragging & dropping or right-clicking a destination, i.e. moving more than one hex at a time, is done at your own risk. This rule has saved me a lot of frustration... ...& computer monitors. [
]

Those who do not remember the past are condemned to repeat it. George Santayana

I'd rather be right than be president. Henry Clay


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13 MAR 2008 at 9:22pm

Seawolf

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oh man the best thing about pathfinding is that you actually feel like a Soviet commander of conscripts whose orders are frustrated. I just shrug and pretend it's fog of war.
The verdict on "Free Tibet" and Kosovo: [img]http://img408.imageshack.us/img408/559/batistathumbsdown1gn3.gif[/img]

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13 MAR 2008 at 10:56pm

mirrorshades

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Well... to be fair, the manual does say that the AI will take the route with the least movement points.
What frustrates me is when the AI carries my units through a mined hex. I mean, come on! Adjacent to an enemy unit is one thing... but deliberately rolling over a mined hex when I already know it's there? It ought to at least give a courtesy message, "Enter mined hex (Y/N)?" before just plowing straight through. (They're also kind of hard to see in the 3D zoom in mode... so I sometimes don't even realize/remember that they're there.)

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13 MAR 2008 at 10:59pm

mirrorshades

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ORIGINAL: Dale H Dale's Rule #1: move every counter individually, one-by-one, one hex at a time. Moving more than one unit at a time or dragging & dropping or right-clicking a destination, i.e. moving more than one hex at a time, is done at your own risk.
I've also read where moving one hex at a time will tend to get you interdicted less than moving by drag & drop. Although I can't imagine playing any of the larger campaigns moving one counter at a time. (Woah, the first turn-based real-time game... where three hour turns take you literally three hours to complete!)

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13 MAR 2008 at 11:27pm

Dale H

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We'll... I stretched the truth a little. [
] The AI in computing a path of fewest movement points will often drag me into a ZOC of an enemy unit. So, anywhere near the enemy I will move very carefully & if necessary one unit one hex at a time. For example during my last move in the Germany '85 game we are playing I had two mech infantry bn's in Transport Mode ambushed by enemy units I didn't suspect were there. They are now hors de combat. Additionally I don't need the AI dragging my units into contact with the enemy & this is why I am very careful about who moves where. Back behind the lines I use the drag & drop method but even then I am occasionally surprised about how the AI moves my units. I know it is tedious & I know I am anal but I have been frustrated enough in the past to have fallen back on relying on myself rather than the computer to do the job. Any job worth doing is best done yourself.

Those who do not remember the past are condemned to repeat it. George Santayana

I'd rather be right than be president. Henry Clay


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14 MAR 2008 at 8:56am

Marty Ward

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ORIGINAL: mirrorshades What frustrates me is when the AI carries my units through a mined hex.
Especially when it's your minefield! [
]

The Old Guard


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14 MAR 2008 at 9:45am

Warship NWS

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AI pathfinding.. well, your supposed to be the general not the AI otherwise why be in charge? [
] However, when near a ZOC it will try to avoid it IF possible at times, I have seen the AI pathfinder move towards a hill with trees before moving close to the enemy for example. If your going long distances in freindly territory the pathfinder is quite usefull rather then love tapping your left mouse button a few thousand times, especially in a big battle. When near enemy units, obstacle terrain, etc.. it is best to be a bit more micromanaging with moving but I prefer it that way then being a lazy general. [
]

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14 MAR 2008 at 10:39am

mirrorshades

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ORIGINAL: Warship NWS AI pathfinding.. well, your supposed to be the general not the AI otherwise why be in charge?
Bah! What do you think I have battalion and division commanders for? I AM THE SUPREME COMMANDER. My time is too valuable to spend worrying about whether Lt. Col. McDoofus rolls his units into the river!
All joking aside, though, I do see the benefit to more "hands on" movement as you approach known enemy positions, or navigate through tricky terrain. But that minefield thing still irks me, though. Like, a lot. Hrm... any chance one of the devs is listening and could comment? Pretty please?


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15 MAR 2008 at 2:16am

FlipTrac_511

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This rule has saved me a lot of frustration...& computer monitors. [
]
I just shrug and pretend it's fog of war.
[
]  
Well... to be fair, the manual does say that the AI will take the route with the least movement points.
Ah, the manual.  I really need to read up!  
What frustrates me is when the AI carries my units through a mined hex. I mean, come on!
Oh yeah, I forgot to mention that one!  
I've also read where moving one hex at a time will tend to get you interdicted less than moving by drag & drop.
Oh really...???  Hmmm....   Thanks for the replies folks.  Lessons learned, paid with virtual blood.

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