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Thread: Temples, water, and cliffs...

  1. #1
    War Story Recorder Senior Member Maltz's Avatar
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    I am sure somebody has brought this up both on the board and in their own feelings. The STW system has a serious defect handling troops moving along temples, water, and cliffs.

    The soldiers tend to form a very long line surrounding these "gray/blue" area when they pass it. Their speed is significantly retarded and some poor soldiers got stuck on the same spot for a long time.

    The new MI pack offers some water terrain. I have found multiple incidneces (such as Etchu) that AI got their entire army packed on the edge of sand/ocean, and easily decimated because our attack is considered as flanking.

    I am not sure how the programmers can fix them - maybe reconsidering the troop movement calculation? Currently, the soldiers are trying to maintain their formation on all kinds of terrain. Maybe we can add a factor telling them "move aside a little bit" to avoid this funny retardation.

  2. #2
    Member Member BakaGaijin's Avatar
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    Sadly, I don't think this is a very easy to problem to fix, or it would have been done by now. Bottom line: Give obstacles a wide berth.

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  3. #3
    karoshi Senior Member solypsist's Avatar
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    yes. a while back someone came up with a custom "city" map that looked great; problem was that the AI avoided the "streets" completely and opted to do its thing outside the town. also, the problems with moving units between the buildings wasn't so smooth unless you micromanaged and reformed your unit to correspond to the street width (which usually left a frontage of 3-4 men, and good luck turning a corner)
    the game is set so that the spites do their best to travel in a straight line, rather than in an prescirbed path (like up a street, and turn right at the corner; they instead tried to clip the building to get from one point to the other). rivers are the same deal.



    [This message has been edited by solypsist (edited 10-17-2001).]

  4. #4
    Moderator Moderator Gregoshi's Avatar
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    I think the pathing got worse with MI/WE. The troop movements don't quite seem as natural as they were in STW. Also I never had a man get stuck behind a tree in STW - not true with MI/WE.

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  5. #5
    Member Member Khan7's Avatar
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    Well, that's certainly possible Gregoshi.. they did change a good deal of the math in WE/MI.

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  6. #6
    Member Member Moriboy's Avatar
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    I even lost a battle because after one of the stupid enemy got stuck at the edge of the map (jogging in place) and none of my troops could touch him. God! It was one of those battles where you'd slaughtered about 1900 guys too! Gaaaaaaaaaa!

    I think this has been the case when I've routed the opposing forces during an attack, and can find no more of the routed troops anywhere. On several occasions I've sent troops everywhere, in all patches of woods, on the sunniest of days, and no one anywhere sees anything (no BFN's present in any of these cases). THAT is extremely frustrating and, I think related to this particular bug. Likely a router got stuck on the edge just out of vision.

  7. #7
    Things Change Member JAG's Avatar
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    lol really behind a tree! hahahahah!

    man. . never seen that b4. . in S:TW or MI!

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    Member Member Klen Sakurai's Avatar
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    Arrr I've seen the behind the tree thing a couple of times in STW, but so far haven't experienced it in WE. It's a total pain in the ass, extremely frustrating. It doesn't matter whether the battle is timed or not either. You have no choice but to hit the ESC key and by default lose the battle if you don't have ranged units with ammo. Arr. I still remember, even though it was a number of months ago, cuz it made my Takeda Shingen lose his first battle! Arr!

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    Senior Member Senior Member Kraellin's Avatar
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    now soly,

    who would make a map like that :)

    if you really want pest-strip water, try amp's battlefield map...better bring all kensai on that one so you only have to worry about 16 actual men ;) (i actually like that map, amp...god knows why ;)

    K.

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