
Originally Posted by
Dago Red
But, unit cohesion is a chronic problem here, frequently breaking a charge despite best efforts.
As said in the EDU thread, front rank charges and leaves the rest of the unit behind -- often so far behind the unit becomes scattered beyond recognition when the AI is in command (front rank perpetually chasing after a target while the 90% of the unit remains bugged somewhere else).
Wow, you have a way with words. That's a very succinct explanation of one of the current issues in the mod. I actually have a funny outtake from the footage I recorded for the tutorial in which a SINGLE PEASANT charges about 300 meters away from his unit, for about 30 seconds, shouting the whole way lol (he must have thought everyone was right behind him
). It was bizarre and I never noticed it in Vanilla or in Stainless Steel. Upon comparing the two pathfinding text files, I noticed many large differences between the EBII values and those used in SS. But I do not know how to interpret the differences.
For reference:
EBII pathfinding (descr_pathfinding.txt):
Code:
; low load config
load low
{
max_paths 80 ; maximum paths till shifting to the next loading
total_nodes 480000 ; total nodes allocated across all paths
}
; medium load config
load medium
{
max_paths 40 ; maximum paths till shifting to the next loading
total_nodes 240000 ; total nodes allocated across all paths
}
; high load config
load high
{
max_paths 20 ; maximum paths till shifting to the next loading
total_nodes 120000 ; total nodes allocated across all paths
}
; low priority config
priority low
{
budget 0.10 ; percentage of budget for these paths
max_nodes 2000 ; maximum nodes per path
max_zone_nodes 500 ; maximum zone nodes per path
}
; medium priority config
priority medium
{
budget 0.25 ; percentage of budget for these paths
max_nodes 4000 ; maximum nodes per path
max_zone_nodes 1000 ; maximum zone nodes per path
}
; high priority config
priority high
{
budget 0.35 ; percentage of budget for these paths
max_nodes 8000 ; maximum nodes per path
max_zone_nodes 2000 ; maximum zone nodes per path
}
; real time priority config
priority real_time
{
budget .35 ; percentage of budget for these paths
max_nodes 8000 ; maximum nodes per path
max_zone_nodes 2000 ; maximum zone nodes per path
}
; quick test priority config
priority quick_test
{
budget .05 ; percentage of budget for these paths
max_nodes 500 ; maximum nodes per path
max_zone_nodes 100 ; maximum zone nodes per path
}
}
SS6.4 pathfinding (descr_pathfinding.txt):
Code:
; low load config
load low
{
max_paths 10 ; maximum paths till shifting to the next loading
total_nodes 2000 ; total nodes allocated across all paths
}
; medium load config
load medium
{
max_paths 20 ; maximum paths till shifting to the next loading
total_nodes 4000 ; total nodes allocated across all paths
}
; high load config
load high
{
max_paths 300 ; maximum paths till shifting to the next loading
total_nodes 8000 ; total nodes allocated across all paths
}
; low priority config
priority low
{
budget 0.20 ; percentage of budget for these paths
max_nodes 10000 ; maximum nodes per path
max_zone_nodes 2000 ; maximum zone nodes per path
}
; medium priority config
priority medium
{
budget 0.30 ; percentage of budget for these paths
max_nodes 30000 ; maximum nodes per path
max_zone_nodes 3000 ; maximum zone nodes per path
}
; high priority config
priority high
{
budget 0.50 ; percentage of budget for these paths
max_nodes 40000 ; maximum nodes per path
max_zone_nodes 4000 ; maximum zone nodes per path
}
; real time priority config
priority real_time
{
budget 1.0 ; percentage of budget for these paths
max_nodes 50000 ; maximum nodes per path
max_zone_nodes 5000 ; maximum zone nodes per path
}
; quick test priority config
priority quick_test
{
budget 1.0 ; percentage of budget for these paths
max_nodes 300 ; maximum nodes per path
max_zone_nodes 20 ; maximum zone nodes per path
}
}
The above are excerpted sections of descr_pathfinding.txt
I am especially suspicious of why "real time priority config" in SS is 1.0, but in EBII it is 0.35