The pathfinding in this game makes me want to weep...
Lucre
Member Posts: 16
I realise it's not constructive, and it's been said before, but OMG I'd forgotten how bad it must have been when I've played the original game. I've tried the various tricks I've seen people mention, to no avail.
- My carefully set up fights crumble to dust, when my individually micromanaged units decide to head off in exactly the opposite direction to the one I've sent them.
- Just instructed my whole party to move to the dungeon exit and five of them managed to make it, while the other one went on a tour of the whole level before kindly agreeing to come to the exit.
Thank you, I feel better now.
- My carefully set up fights crumble to dust, when my individually micromanaged units decide to head off in exactly the opposite direction to the one I've sent them.
- Just instructed my whole party to move to the dungeon exit and five of them managed to make it, while the other one went on a tour of the whole level before kindly agreeing to come to the exit.
Thank you, I feel better now.
0
Comments
As a result, pathfinding in BG2:EE is an awful lot of worse than it was in the original BG2.
And I agree, pathfinding is utterly and abysmally awful in the game. It really, really sucks. That's the only gripe I've got with the whole game at the moment.
It's so bad that if you want your characters to walk in straight line from one side of the map to the other (with no obstructions on the way), you've got to make an awful lot of clicks because every two seconds or so, one of your characters is going to make a 180 degree turn and start walking in the opposite direction. Just to annoy you, it feels like. :-D
I was aware that you could increase the nodes. I increased to 400k, but it did not make any difference whatsoever. Or if it did make a difference it was too small to be noticeable.
Google around, cause I don't remember the option name.
Seriously, you ask Minsc to go to the temple of Lolth, and he ends up at the slave pens. And just stands there.