Fredde
Posts: 498
Joined: 6/7/2000 From: Goteborg, Sweden Status: offline
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Agreed. To get rid of the problems when changing versions, new patches etc.. a warning when you try to enter a building with a vehicle would be very nice . This way bad pathfinding won't be a problem any more.
It is not a problem most of the time. Sometimes it happens though. Never if its a clean path. If there are other units on the road, increasing the movement cost, and other ways around are also "high-movement cost hexes" the vehicle attempts to take a very smart short-cut and rams the building. Using 'move-all' also seem to give worse pathfinding.
Annoying sometimes, but actually a quite small thing. It works as long you are careful. But.. hunt for perfection..
Kharan, in your example, try wooden buildings and slower mech units than halftracks. Also try 'move-all'.
quote:
Originally posted by Warhorse:
Annouing as it is, here is why I think it happens; this engine is from SP3 originally, in SP#, as you know, the citys/villages were able to be driven through, ie, the buildings had no effect on the vehicle, and vice/versa. Well, it got fixed, quite a few times, and maybe I'm just lucky, but this isn't happening to me! It took some doing to be able to have the buildings as an obstacle, now each and every time we do something to the executeable, there's a chance the change will upset something somewhere else, I'm sure that Mike is trying to do something about this, if at all possible.
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"If infantry is the Queen of the battlefield, artillery is her backbone", Jukka L. Mäkelä about the Finnish victory at Ihantala.
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