Pathfinding still broken in 2.6.6.0
3leeTbger
Member Posts: 71
After 23 years, tonnes of promises and updates/patches from the developers, pathfinding is still very poor. This is a total joke.
Recent week, I've played bgee v. 2.6.6.0.
Party members constantly get stuck and bump into/block each other.
Why aren't more people complaining about it? Why can't the devs fix it? Why is one of the highlights of the 2.6 patch "improved pathfinding" , when it still is so buggy?
To the defense of the devs and the supporting community, i must say that bgee 1+2 overall have become better and better since 1998, and are now highly polished and have a low degree of bugs compared to the initial releases.
Recent week, I've played bgee v. 2.6.6.0.
Party members constantly get stuck and bump into/block each other.
Why aren't more people complaining about it? Why can't the devs fix it? Why is one of the highlights of the 2.6 patch "improved pathfinding" , when it still is so buggy?
To the defense of the devs and the supporting community, i must say that bgee 1+2 overall have become better and better since 1998, and are now highly polished and have a low degree of bugs compared to the initial releases.
Post edited by 3leeTbger on
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Comments
Some context on pathfinding in the games.
Here are some of my suggestions on how to better manage pathfinding in these games:
If someone gets stuck bumping into someone else then try clicking somewhere else on the ground and then clicking where you want them to actually go again. This usually un-stucks them. Especially useful in combat if you want to run through enemy lines and they keep blocking you by bumping into you (though in these cases you need to click different ground areas repeatedly to get through, as the enemies are constantly bumping into you as they chase you). If you want to move you group through a narrow passage, try to avoid giving them new orders while they are actually on the narrow passage. This tends to make them turn around if someone is in front of them.
You could try turning on an experimental pathfinding feature called "enhanced path search". I worte a bit about it here.