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Thread: Map editing for AI path-finding problems.

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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Map editing for AI path-finding problems.

    No, the system has changed. You need to play hotseat and switch control of the last control faction to the ai, that basically has the same effect.

  2. #2

    Default Re: Map editing for AI path-finding problems.

    Ah yes, here it is I found it: How to jump to a future year

    There's far too much wisdom interspersed all throughout the ORG (and some at TWC), with no one place to go look for it. But it's there :)

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Map editing for AI path-finding problems.

    Yeah but that is because compiling it into one thing would require an almost complete knowledge of every modding aspect. Not to mention the insane amount of work.

  4. #4

    Default Re: Map editing for AI path-finding problems.

    Added a bit under the title "workarounds".
    It's not a map.

  5. #5

    Default Re: Map editing for AI path-finding problems.

    Sorry, missed some posts.

    Are you using the autoplay switch, to play through the first X turns automatically? I was pretty positive it's been transfered over from RTW, but so far haven't seen people mention it.
    I wish. I'd been wearing out my clicking finger on the end turn button. I looked on the forums and it seemed not to have been carried over to mtw2.


    No, the system has changed. You need to play hotseat and switch control of the last control faction to the ai, that basically has the same effect.
    Doh


    Maybe there is a connection between what you've found out and the 'pathing' problem (my term) which causes a crash when maps are create with either a super sized region or very complex seas or rivers etc that can't be passed.
    Been googling some mathematics stuff (wish i'd thought of this before). From what i can gather so far path-finding is highly intensive and the above quote seems very likely to be true. Quite possibly what caused the rtw map crashes when the sea was too big too. I think they may have improved their long-distance algorithm but kept the short-distance one. Maybe.


    ~~~

    I *think*

    All your map regions need to be convex polygons - definition here

    http://en.wikipedia.org/wiki/Convex_polygon

    sea is probably a single "cluster" (technical term hehe)

    damn i could have saved myself an freaking ridiculous amount of time if this proves to be what it's all about. though i think there's something more going wrong too as i don't see yet how the crossing a mutually adjacent region thing would mess it up. maybe it is a side-effect. dunno
    Last edited by nikolai1962; 04-15-2007 at 08:16.
    It's not a map.

  6. #6
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Map editing for AI path-finding problems.

    Dude, making every province convex is nearly impossible if you want at least a bit historical borders...

  7. #7

    Default Re: Map editing for AI path-finding problems.

    That kind of sucks if all regions need to be convex. I suppose there's a workaround where a previously concave region is split into two convex ones, but that's an unnecessary hassle. Try changing all regions to convex and seeing if they still have the recalcitrant problems. Also, the autoplay feature discussed above should save you a lot of time.

    Caliban, what do your AI-pathing guys think about our discussion?

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