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Thread: Why did unit pathfinding regressed back to Medieval 2?

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  1. #1

    Default Why did unit pathfinding regressed back to Medieval 2?

    In a recent battle, I routed a general unit of heavy swordsmen. I sent the unit of medium spearmen which routed them to give chase. For those who played Medieval 2, you would recall it had horrendous pathfinding problems in which the pursuing unit would run along next to the unit being pursued and kill very few (if any) fleeing enemies. Similarly, my medium spearmen were running right in the thick of the fleeing swordsmen for a quarter of a map length and only killed 2 out of 30 or so fleeing swordsmen. What's going on? Unit pathfinding for chasing down fleeing enemies worked fine in Shogun 2, so why is Creative Assembly regressing back to Medieval 2 all of the sudden? At the other side of the map, I had a unit of Germanic Scout Horses give chase to a unit of routed slingers for about half a map length. About 20 of the 60 (or so) slingers were killed. That's ridiculous. If it were Shogun 2, the slingers would be wiped out long ago without having the horsemen chase them half a map length to the zone-line (where the remaining slingers escaped).

  2. #2

    Default Re: Why did unit pathfinding regressed back to Medieval 2?

    The horrible efficiency of taking down routers has been going since empire/napoleon/shogun2. I distinctly remember Rome's routing soldier hunt working fluidly.
    Bactrians will be Big 8. "Farther East" means Bactria.
    After the Iceni reveal expect the unexpected.

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