im honstly not sure if pathing is getting better on new patch. maybe melee during combat but thats really about it.
units are now stuck on pockets of trees/building WAY more often (as if trying to go through them), where as they use to at least go around them and find themselves to where they’re suppose to go.
After the pathfinding update, “select all idle military” hotkey doesn’t work. Military will be still, but don’t count as idle. A huge nerf to overall gameplay. (I’m not allowed to show recording due to being new user)
Bugs lost me a tournament game. Clip and the save attached below. Best to watch the clip at 0.5x speed.
Pathfinding bug occurs at 25:55. At first, BBCs are moving as intended, but shortly they start to move backwards around the lumber camp while clicking to move to the same place as before.
Second bug is not related to the path, but it lost me a second chance: only one BBC out of two shot a projectile leaving the TC alive (26:00)
Thanks for you reports, we are looking into both issues.
Small tip: if you right click+CTRL, the BBC would have not regrouped around the lumber camp and would have gotten to the intended location without going back.
There are two things that are worth fixing / not making things worse when improving pathfinding
Units will randomly stop itself after a few bumps. What’s worse is that this will quickly accumulate and block the entire path and make pathing far worse.
When enemy units block each other, the pathing is terrible in multiple ways.
The crowded units don’t really attack but prioritize getting away out of the crowd despite uning patrol
The pathing itslef will be really unoptimal, similarly to how units go through narrow areas
If the blockage is prolonged and there are more units, the game will freeze terribly, prob due to computational usage, and that other things will be buggy too, for example player input and vil economy
the game is deeply broken to the core. I’m pretty sure it’s not possible to fix the path-finding at all. The only solution is to make a new game engine or maybe an absolute radical overhaul of the current engine.
Now they can only add “fixes” on top of “fixes” that only make the behavior astronomically more unpredictable and difficult. Something like CS Multiplier, as well as pushing and bumping etc…
It’s the absolute shame that the ultra rich company can’t spare resources to fix it once and for all
Hey, do you have any clips/videos from those situations described?
It’s indeed tricky to decide on how long a unit should try and bump and when it should go idle. Sometimes it feels like it’s blocking itself/others if it keeps trying, sometimes you wish it would have tried a bit longer.
Do you have a rec for the no attack? What stance were you using?
Look at this picture. How many vils inside the camp 8 m@a can kill?
The answer is ZEROOOOOOOOOOOOO !
(except the wandering vil outside the camp, besides the point).
After clicking m@a to attack vils inside the camp they bumbed all over the place and died with 0 kills.
This is literally the worst example of all times. And this shit happens all the time, it’s just not always obvious.
why is this hard to make military attack units adjasent to them?
The best solution is to make melee units attack all units of the same class as the target that are adjusent. Please fix.
Hey, thanks for your report. We will look into what player actions happened.
I think if it was agressive stance right click, it’s actually pretty much the intended behaviour. I know this sounds confusing but M@A were pathing correctly, body blocking correctly and retargeting correctly.
If the input was something else, it’s a clear bug and we will see how to fix it.
First time posting, I hope I don’t miss anything. I don’t know why, but my units couldn’t pass through the gate, despite it being open, and the shortest path. I was P1 (blue). My nickname is PatSG.
The pathing issue was at minute 43, more or less (in my base). I had to take the cannons step by step through the gate to finally be able to exit with them.
I don’t remember exactly, usually I move in closely and click one or a couple of the following:
stop button
aggressive state (on melee)
click on one enemy unit
In army vs. army cases I use attack move or patrol. It’s all in cases where I don’t attend the fight and don’t micro.
And when I said It’s happening all the time, I meant the bumping in melee fights is always happening and making ALL melee fights inefficient.
An obvious and easy solution IMHO is when a fight starts then melee units must hit the closest or adjacent unit of the same class as the target without looking for another target. Is it so complicated?
(the complaint is about old pathfinding, I have all due respect to Nili)