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ToEE pathfinding sucks ass

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
Small parts of your party get separated from it. They do not move again.
Your party can be all selected but if the distance between your main party and these laggards is enough, they don't move.
In tight parts of the map, instead of following the leader, (that is actually moving ok), faster party members are liable to take another completely different path and thus go in the opposite direction. If the detour lasts long enough, click again, and that is enough for the bug above to manifest.
Party looses selection almost randomly sometimes.

I heard it caused crashes before the C8 patch.

How can you show the paths in combat all the time instead? Don't tell me it's only if you hold and don't release the mouse.

Troika really needed 3 more talented, process aware programmers.
 

Murk

Arcane
Joined
Jan 17, 2008
Messages
13,459
Pretty much everything you said (tho I didn't have crashing issues before C8 patch, still use it tho).

I usually play with a small party so baby sitting isn't too big a deal with me, but eh.
 

dolio

Scholar
Joined
Dec 18, 2007
Messages
294
If you select a specific movement action from the radial menu, it will display the path information wherever you move the mouse.

Also, I believe if you hold down shift, it will show the pathing information as you move your mouse around.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
All these flaws in pathfinding all share a common root, really: The naive implementation of an individual pathfinding algorithm that actually works fine, but without anything that exists to maintain unit coherency. It's the same problem you find in every other RTS game with many units, where if you tell all of them to move to a specific place, some of them will decide that other members of the group are blocking them and pick alternate routes, even though they should all be considered members of one larger unit, rather than individuals trying to go to arbitrary destinations.
 

TheLostOne

Savant
Joined
Sep 5, 2007
Messages
770
Location
Limbo
Norfleet said:
All these flaws in pathfinding all share a common root, really: The naive implementation of an individual pathfinding algorithm that actually works fine, but without anything that exists to maintain unit coherency. It's the same problem you find in every other RTS game with many units, where if you tell all of them to move to a specific place, some of them will decide that other members of the group are blocking them and pick alternate routes, even though they should all be considered members of one larger unit, rather than individuals trying to go to arbitrary destinations.

Except in ToEE, when a unit determines it's blocked, it doesn't seem to even check for an alternate path. It really is incredibly frustrating at times.
 

Phelot

Arcane
Joined
Mar 28, 2009
Messages
17,908
Pre-modded BG was more frustrating to me. Having your characters get stuck on each other and thus unable to attack and having them ALL scatter down different corridors in dungeons made me nearly destroy a keyboard or two.
 

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