Waypoint inefficiency (Full Version)

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Kommissar -> Waypoint inefficiency (11/27/2015 1:32:29 AM)

I'm not sure if it's the recent patch or with the new Reforger expansion, but I've noticed that the game's logic in calculating the most efficient path for movement when setting waypoints is way off now than in previous versions. For example if I try to set a waypoint to a far away location, many times the game will choose a path that is through forests and other bad terrain rather than along a road. Sometimes, it'll go in a rather round about way rather than the more more logic direct route even is I set multiple waypoints to make it clearer where I want to go. This seems to be corrected if I choose an initial waypoint that is very near my initial position and in the direction I want, but that wasn't necessary in earlier versions of the game. If you need an example, I'll try to post one. I am using hasty movement command when this behavior appears.




CapnDarwin -> RE: Waypoint inefficiency (11/27/2015 1:56:11 PM)

Any chance you can post a screen shot or two of the odd pathing?




Kommissar -> RE: Waypoint inefficiency (11/28/2015 11:08:55 PM)

I've attached an example. I've circled in light blue the unit receiving a hasty command to the number 1 waypoint. As you can see, it's about the least efficient way to get there since the game has decided to skip the most direct road and go around through forests and then through more forests and hills. I can get it to go through the more logical way by using the proper roads, but it does require multiple waypoints and even then sometimes that's not enough. I have to fiddle with the waypoint closest to the unit and get it to take the right roads/path. The game was definitely a lot smarter before the expansion/recent update. Either there is something with the logic or what is marked as a road is not actually a road.

[image]local://upfiles/46714/AE20F25444F94D6B92211FE0BB7CFB94.jpg[/image]




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