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Thread: Larger UNIT sizes = pathing and AI problems

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  1. #1

    Default Larger UNIT sizes = pathing and AI problems

    Anyone else notice that when you turn the unit size to huge that pathing and AI becomes buggy.
    Especially in towns.

    I played on normal by accident as i was checking the game worked after 1st install. Small units were doing very intelligent things. As soon as I switched to huge. AI became much dumber.

    Needs more testing as I only got the game a day ago but wondering if anyone else noticed this

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  2. #2

    Default Re: Larger UNIT sizes = pathing and AI problems

    Interesting. Has anyone else found this to be the case?

  3. #3
    pero's Avatar Miles
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    Default Re: Larger UNIT sizes = pathing and AI problems

    i dont thing people are still much interested in that
    they all just want to play the game and enjoy (including myself )
    there is no enough time to test what works and what not
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  4. #4

    Default Re: Larger UNIT sizes = pathing and AI problems

    I think people are quite interested in this. So far AI is the biggest hurdle and CA seem genuinely interested in using our feedback on the first patch.

  5. #5

    Default Re: Larger UNIT sizes = pathing and AI problems

    That's a great observation.
    Tonight I will give unit size an adjustment and see if I notice a difference.
    ( sounds too easy a fix, unfortunately)

  6. #6
    hellheaven1987's Avatar Comes Domesticorum
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    Default Re: Larger UNIT sizes = pathing and AI problems

    Well, you know, bigger unit size means more men, more men mean uneasier to control. It is harder to control more men in battlefield, that is why AI may becomes silly in large unit size.

    Anyway, I find it already hard to control normal unit size sometimes. I have just fought a big battle, twenty Scots units vs twenty English units. The wrose is, the battlefield was in a forest and it was winter and fog, so I can't even see my all units probably. The result is, both sides started a dog fight, without knowing how their men going. Finally I defeated Englishs after a hard fight - a nearly 70% of lost.

    The moral of story is, unless you are master of MTWII, don't even think about huge unit size.

  7. #7
    SPARTAN VI's Avatar Campidoctor
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    Default Re: Larger UNIT sizes = pathing and AI problems

    Quote Originally Posted by hellheaven1987
    Well, you know, bigger unit size means more men, more men mean uneasier to control. It is harder to control more men in battlefield, that is why AI may becomes silly in large unit size.

    Anyway, I find it already hard to control normal unit size sometimes. I have just fought a big battle, twenty Scots units vs twenty English units. The wrose is, the battlefield was in a forest and it was winter and fog, so I can't even see my all units probably. The result is, both sides started a dog fight, without knowing how their men going. Finally I defeated Englishs after a hard fight - a nearly 70% of lost.

    The moral of story is, unless you are master of MTWII, don't even think about huge unit size.
    How do you figure that? Doesn't matter if a unit contains 240 men or 40 men, it's still one unit in the game. They behave like one unit, and just because you double the count of soldiers does not mean they're any harder to control. How did you come to that conclusion anyway? Remember "management of the many is the same as management of the few. It is a matter of organization."

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  8. #8

    Default Re: Larger UNIT sizes = pathing and AI problems

    Quote Originally Posted by SPARTAN VI View Post
    How do you figure that? Doesn't matter if a unit contains 240 men or 40 men, it's still one unit in the game. They behave like one unit, and just because you double the count of soldiers does not mean they're any harder to control. How did you come to that conclusion anyway? Remember "management of the many is the same as management of the few. It is a matter of organization."
    No. Have you never seen a single man in a unit get stuck on a piece of siege equipment? If you have a larger unit then you have more chance that someone will get stuck on something or do something stupid. If one unit comes in contact with an enemy then they all stop and go into combat stance, edging towards the opponent. Again, more chance of that happening if the unit is larger... If the unit is larger it takes longer to get into formation, and it is harder to deploy it inside a city.

    By the way, that quote is pretty crap. The more people you add in a real life situation, the more difficult it is to make them work with one mind.

  9. #9

    Default Re: Larger UNIT sizes = pathing and AI problems

    Quote Originally Posted by pero View Post
    i dont thing people are still much interested in that
    they all just want to play the game and enjoy (including myself )
    there is no enough time to test what works and what not
    uh..... what?

    People arnt interested in making the game play better, but they all just want to play the game and enjoy.

    We only have the rest of our lives to test the game if we want.

  10. #10
    scottn72's Avatar Civis
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    Default Re: Larger UNIT sizes = pathing and AI problems

    I wonder if this could explain some of the different experiences people are having with the game?

  11. #11

    Default Re: Larger UNIT sizes = pathing and AI problems

    I have had very few problems on hugh settings, I have not tried smaller sizes.
    I do tend to somewhat give orders, that do not give complicated, or very long movements, ie if going through a gate, I will line troops up outside and order them through in that order, or get them to run but delay the run order for a few seconds between units to avoid jams(slowed movement of units to prioity destinations).

  12. #12
    Soulghast's Avatar RAWR!
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    Default Re: Larger UNIT sizes = pathing and AI problems

    What does the AI have to do with unit sizes?
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  13. #13

    Default Re: Larger UNIT sizes = pathing and AI problems

    I get the same problems. On Huge the AI and Pathfinder seems to go nutz and you can't position anything properly when moving into a city/castle.

  14. #14

    Default Re: Larger UNIT sizes = pathing and AI problems

    How did you change unit sizes?

  15. #15
    Soulghast's Avatar RAWR!
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    Default Re: Larger UNIT sizes = pathing and AI problems

    Quote Originally Posted by Shaba Wangy
    How did you change unit sizes?
    In the options.
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  16. #16
    scottn72's Avatar Civis
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    Default Re: Larger UNIT sizes = pathing and AI problems

    Quote Originally Posted by RTR Fan
    What does the AI have to do with unit sizes?
    The larger the unit, the more men the AI has to deal with for pathfinding etc. and less space on the map to do it in.

  17. #17
    gs4u's Avatar Laetus
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    Default Re: Larger UNIT sizes = pathing and AI problems

    Quote Originally Posted by RTR Fan View Post
    What does the AI have to do with unit sizes?
    If you order units, for example, through a narrow village path, they might try to find an alternative since they can't fit through. If it it is true.

  18. #18

    Default Re: Larger UNIT sizes = pathing and AI problems

    huh...never thought to search this problem on here. i have this problem more often than you think with the AI on walls or when they are coming up siege towers. Does anyone know if this was addressed to CA for the 1.2 patch, and if it was, is it fixed in the leaked 1.2?

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  19. #19

    Default Re: Larger UNIT sizes = pathing and AI problems

    Yeah, I'm interested to know whether there's any difference in AI ability when using Huge or Normal unit sizes. Currently I'm using Huge unit size and I've definitely experienced pathfinding problems in cities and castles, both for my own units and those of the AI!

  20. #20

    Default Re: Larger UNIT sizes = pathing and AI problems

    playing on huge and no problem here maybe its my tactics??? but pathfinding by AI is fine on huge here

    Quote Originally Posted by Shaba Wangy
    How did you change unit sizes?
    when you start a campaign you can use in the mainscreen ( where you chose your country )

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