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Thread: Pathfinding on walls and sieges

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  1. #1

    Default Pathfinding on walls and sieges

    I have much trouble moving units on and off the walls. I always have to give the move order 2-3 times for the whole unit to move or else only 5-6 guys would move while the other would stand still.. Also when the finally decide to move if a siege weapon hit somewhere on the wall section they immediately stop. I dont remember to have such problems with the vanilla version..

    Also in SS 6.4 I noticed a "bug" when I defend a fort against two armies. The one with the siege equipment starts the attack, almost always I destroy the tower so they left with the ram and ladders. When the break through my gate the second army start its attack too. All its infantry (of the 2nd army) try to get in the fort through the ladders instead of the gate. In SS 6.2 there werent any problems there, I was just getting a massive wall fight. But in 6.4 the just stuck in front of the ladders and climb one by one.. I imagine that happens because the AI chooses the shorter way in but the walls cant support all the units at once (huge size) so it does nothing..

  2. #2
    Ferdiad's Avatar Patricius
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    Default Re: Pathfinding on walls and sieges

    Huge size pathfinding is very buggy in cities, which is an engine problem.

  3. #3
    Andytheplatypus's Avatar Domesticus
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    Default Re: Pathfinding on walls and sieges

    Quote Originally Posted by spH3RiCal View Post
    I have much trouble moving units on and off the walls. I always have to give the move order 2-3 times for the whole unit to move or else only 5-6 guys would move while the other would stand still.. Also when the finally decide to move if a siege weapon hit somewhere on the wall section they immediately stop. I dont remember to have such problems with the vanilla version..

    Also in SS 6.4 I noticed a "bug" when I defend a fort against two armies. The one with the siege equipment starts the attack, almost always I destroy the tower so they left with the ram and ladders. When the break through my gate the second army start its attack too. All its infantry (of the 2nd army) try to get in the fort through the ladders instead of the gate. In SS 6.2 there werent any problems there, I was just getting a massive wall fight. But in 6.4 the just stuck in front of the ladders and climb one by one.. I imagine that happens because the AI chooses the shorter way in but the walls cant support all the units at once (huge size) so it does nothing..

    The problem is with M2TW. Not SS. You are extremely lucky if you never had this problem before. Happens to me almost every time.

  4. #4
    Campidoctor
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    Default Re: Pathfinding on walls and sieges

    It's not because of huge unit sizes - i get the same thing with regular size.

    Ans yes, it's enough to drive a man to drink.


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    The game development business is one of bottomless greed, pitiless cruelty, venal treachery, rampant competition, low politics and boundless personal ambition. New game series are rising, and others are starting their long slide into obscurity and defeat.

  5. #5
    Ferdiad's Avatar Patricius
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    Default Re: Pathfinding on walls and sieges

    Who needs a reason to drink?

  6. #6
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    Default Re: Pathfinding on walls and sieges

    Tip for moving missile units on walls:
    problem comes when they are shooting (or throwing) on wall and you decide to move them. Units which are still performing firing animation will not move if you told them but others will and this leads some bugy behavior.
    To fix this you need first deselect auto fire button then press stop order. Then after a second or two bow disappears from the unit card and hole unit is ready to move. This can be little micromanaging but will save some time (and your brains ).

    I never really had problems with melee units on walls except when they are fighting and the same problem appears: those who are fighting will not move and the rest will. Thought I don't have any solution for this because even if you press stop order unit will automatically start fighting again.

  7. #7

    Default Re: Pathfinding on walls and sieges

    Hm.. I ll try it..

    Same its a non fixable prob..

    We need that CA code

  8. #8
    Ferdiad's Avatar Patricius
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    Default Re: Pathfinding on walls and sieges

    You hacker you!!!!

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