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  1. #1
    EB annoying hornet Member bovi's Avatar
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    Default Re: Terrible pathfinding in towns

    I suspect more like:

    "Hey man what's with the pathfinding when they fight in cities, are there traffic police or something?"
    "Dude, how serious would you say this is? Would you return the game because of this issue, or would it keep you from buying future games?"
    "Man, I've forgot what we were talking about, that battle was probably like 10 minutes ago, I must have had 8 other ones since. I can rout the enemy in 20 seconds with my 20 cavalry units! I roxors!"
    "Dude, awesome, glad to hear you like it."

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  2. #2
    Captain of Team Awesome Member Ignopotens's Avatar
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    Default Re: Terrible pathfinding in towns

    these people need some better testers then
    The Lord of Fire


  3. #3

    Default Re: Terrible pathfinding in towns

    Couldn't agree more, I was almost yelling with frustration when I told my idiots to finish off the defenders in the town square and they actually walked AWAY, right in the other direction.

    I suspect that broader settlement roads/more space around the square centre would help, but it's probably a lot of work - had a look at the file and there were all those mind-numbing coordinates.

  4. #4
    Guest Dayve's Avatar
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    Default Re: Terrible pathfinding in towns

    RTW was never beta-tested... I'm convinced of it. A bit like M2TW... How can such simply bugs as units not doing what you tell them to do, which is, i dunno... Perhaps the most important function of a battle?

    Or, in M2's case... Such bugs as your most powerful units on the battlefield, cavalry, not charging... And Billmen not attacking at all...

    If these games were beta-tested before release, then i'm Bill Clinton. And i did NOT have sexual relations with that woman.

  5. #5
    Civilizator Member Barigos's Avatar
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    Default Re: Terrible pathfinding in towns

    Those pathfinding problems a very bad for gameplay,but on the other hand they provide us with a kind of battle chaos.Something must go wrong:like misunderstood orders etc.
    The real problem is that it creates terrible situations for AI units!Sometimes they perform so stupid!The most annoying thing is that they start running in the streets with no real purpose,especially when under human fire.I even prefer not to use missiles against such enemy units:)
    In Vino Veritas!

  6. #6
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Terrible pathfinding in towns

    Quote Originally Posted by Dayve
    RTW was never beta-tested... I'm convinced of it. A bit like M2TW... How can such simply bugs as units not doing what you tell them to do, which is, i dunno... Perhaps the most important function of a battle?
    Actually, I know at least two people who participated in beta-testing R:TW, both notable community members, and the R:TW credits list several others. However, I do get the impression that CA was not very interested in fixing playability bugs. They probably focused on fixing the crashes, as R:TW was very stable, even on release.
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  7. #7
    fancy assault unit Member blank's Avatar
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    Default Re: Terrible pathfinding in towns

    What i like the most is when you order your phalanx unit to attack somebody in the city: they engage, and then suddenly turn to the other direction so the enemy can hack away at their defenseless side

    Captain: ''Attack that general unit!''
    Phalangite:''But that wall over there seems much more dangerous''
    Captain: ''I see... Ok, screw the general with his 150 bodyguards, EVERYBODY CHARGE THAT WALL!!!''
    Quote Originally Posted by Skullheadhq View Post
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  8. #8
    Amanuensis Member pezhetairoi's Avatar
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    Default Re: Terrible pathfinding in towns

    argh, yes! But what I hate more is the way a unit i order to move along the edge of the square to the other corner for fields-of-fire purposes will run -onto- the square. CA, wake up!


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  9. #9
    EB annoying hornet Member bovi's Avatar
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    Default Re: Terrible pathfinding in towns

    Quote Originally Posted by Ludens
    Actually, I know at least two people who participated in beta-testing R:TW, both notable community members, and the R:TW credits list several others. However, I do get the impression that CA was not very interested in fixing playability bugs. They probably focused on fixing the crashes, as R:TW was very stable, even on release.
    That sounds reasonable, and explains a lot. It's true that the game has never been unstable, except when I had a faulty graphics card, certainly not CA's fault. I suppose they thought gameplay issues could be fixed later, when they saw what the most people were reacting to. I find it odd that some of the items discussed here have not been fixed throughout the patches, though. There are workarounds to all the problems of course, and they're not gamekillers, but still very noticeable.

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  10. #10
    Member Member cunctator's Avatar
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    Default Re: Terrible pathfinding in towns

    Somebody with 3DSM could try to mod the Data\settlement_plans\street_plans\pathfinding_XXX_XX_city.cas files. They probably contain the information what areas of cities are accessible to units and what not.

  11. #11
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Terrible pathfinding in towns

    Quote Originally Posted by bovi
    I find it odd that some of the items discussed here have not been fixed throughout the patches, though. There are workarounds to all the problems of course, and they're not gamekillers, but still very noticeable.
    It's often suggested that many issues were not present in the original game, but have been introduced with patches. I know this is true for the memory leak, but I don't know it has been proven for any of the other bugs. Also, what people often forget is that many of the bugs were only discovered after extensive modding and playtesting by the community. However, I do wonder how such things as the save-load bug could have escaped the programmers' notice. Don't they test their own code?
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  12. #12
    EB2 Baseless Conjecturer Member blacksnail's Avatar
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    Default Re: Terrible pathfinding in towns

    Quote Originally Posted by Dayve
    RTW was never beta-tested... I'm convinced of it.
    You may be convinced, but you are nevertheless wrong.

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