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Poor pathfinding ruining campaigns
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thehx
Vehicle Drone


Joined: 24 Feb 2016

PostPosted: Fri Feb 26, 2016 4:54 am    Post subject:  Poor pathfinding ruining campaigns Reply with quote  Mark this post and the followings unread

On maps containing narrow passages (e.g. soviet campaign 2,3, Nod mission "Eradicating the Red"), packs of units easily get stuck on bridges or in narrow passages, the next instance of the corresponding teamtype tailing them shortly after, the line grows...

This usually makes the campaign easier: in "Eradicating the red", the northwest route to my base got blocked almost since the mission start, so first I took out all six factories w/ termites, then I accurately prepared an invasion to the central soviet base, engies, stealth-gen, tech-up for soviets (hello mammoths, hello second nuke, hello v2s) and then ("kaboom? kabooom?") the task became easier.

The problem is, my fairly good laptop shown me around 5 or 10 fps the whole game. That is, because the whole route was filled with stuck mammoths, v2s, ...
Then I built a MAD tank and brought it near that swarm. Thus, the "Storm in the bottle" operation began ("...yes we go kaboom" ©)

I don't even know what could be done to prevent this, as pathfinding is not something you can easily replace or change. At the very least, perhaps, the bridges can be made bigger?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Feb 26, 2016 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I haven't seen it personally on Creeping Destruction missions 2 and 3, and those are fairly short missions anyway so I doubt it's a serious issue there.

I got it on Eradicating the Red as well, although it wasn't that severe (some few dozen tanks got stuck on some forests, but I still got swarmed with plenty of units - and the map ran at normal speed). I guess I could try to remove some trees and other obstacles on the map to widen the passages and make the map lighter for the pathfinding algorithm.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 26, 2016 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are these the default AI attack scripts or some custom ones made in the map?
Because the units getting stuck usually happens if a hit AI unit retreats and then moves against the flow of attacking units,
it could help to have them follow a Suicide taskforce until near the players base and then switch to the more clever hit&run behaviour.
This way they wouldn't try to retreat when inside the narrow passage.

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thehx
Vehicle Drone


Joined: 24 Feb 2016

PostPosted: Fri Feb 26, 2016 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here, check out the attachments!



sweet.png
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sweet.png



SAVE1796.SAV
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And you can check out the savegame too!

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Feb 26, 2016 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uhh, that's fairly extreme. I'll have to check out the savegame and figure out how to make it less likely.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 26, 2016 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there an invisible barrier to the left?
Those mammoths facing south, with turrets facing south east seem to be blocked there without anything visible in their way.

In TD it helped a lot to give every 200 timeunits an "All to Hunt" command on all AI units on the map. It made them all move towards the player and thus dissolve any blocked, standing or sleeping units.
Maybe something like this could be done here too. A general Hunt command using the highest priority and fired every few hundred frames.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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