Changed the southern third of the regions on my main edited map to make them more convex (in the landward direction for coastal regions). I'd already been adding and changing regions according to my guidelines so a lot of them i'd made more convex by accident, (as the guidelines unwittingly fits in with the convex thing), but the pathing is still not perfect.Try changing all regions to convex and seeing if they still have the recalcitrant problems.
1. It got much better in the turk starting area. Had already added four little regions as a workaround, added two more to make all of them convex and the turks *finally* expand reasonably smoothly. (Almost all interior regions.)
2. It got much better in the egypt starting area initially until i changed something else which makes egypt stall pretty much completely now. The regions still look convex so something else is screwing with it. (Red sea?)
(BTW the vanilla pathing between gaza->jerusalem doesn't work. doesn't notice in the vanilla game because gaza is close enough to make it a one turn move for an army starting at the gaza "sentry spot".)
3. It got much better in spain for the spanish faction but didn't help the almost entirely stuck moors at all. There's something wrong with the map near valencia as i've literally had dozens of different region layouts and none of them are any better than vanilla when it comes to the AI pathing to valencia.
4. Didn't help in britain. Only way i've ever got the scottish AI to work consistently is to rig the city distances and make their third general younger so he comes of age instead of being around at game start. (Complicated sea again?)
From my first look at AI path-finding stuff on the web it seemed one of the main path-finding algorithms uses a similar technique to the floodfill in a graphics program. If i understood it correctly the basic version of that technique is the one that requires a convex polygon. Another technique mentioned was having sectors with only the join info between sectors being saved. So i was thinking maybe the game regions would be sectors with the internal pathing being handled by the floodfill technique and the inter-region movement via saved "join-tiles". This doesn't fit the rather eccentric choices of region->region paths the AI will sometimes choose though.
So there's something else i'm missing.
argh, back to google.
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