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Post by Cory Trese on Jan 13, 2012 4:37:23 GMT -5
I will look at Frontline Medical Warehouse and see if there is an issue.
The other limit is that the path is controlled to be a maximum size based on the device CPU and wait times, etc. If the map is set up in such a way that FMW has a lot of "too long" paths I will change the map to make it more navigable assuming such a change is possible for the combat stuff.
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fela
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Post by fela on Jan 13, 2012 4:42:32 GMT -5
Attached an edited version of the region 27 map with the path that i would expect to take using the se-arrow, but that doesn't happen, instead i have to use s-arrow stop at some point and use the e-arrow (at least there IS a possible workaround for THIS map . Attachments:
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Post by Cory Trese on Jan 13, 2012 4:44:57 GMT -5
ahhhhhhh sorry I just didn't understand what you were saying. That path is just a little bit too long for the CPU i guess. let me see how close it is and will fix or trim walls =)
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Post by Cory Trese on Jan 13, 2012 4:47:31 GMT -5
seriously tho there is so much stuff on this list to improve when it is done there will be a picture of my comprehensive design and it will all make sense pathing, the ability to move in various directions on a "rail" instead of a path. a much more robust system for indicating and entering shops/doors/citizens/goal areas. i am working on it. we have tried and rejected thousands of lines of code that just wasn't good enough. we will probably rejected more until we find the right mix.
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fela
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Post by fela on Jan 13, 2012 4:50:00 GMT -5
Also, in closing, I play the game. A lot and I don't use Taxis, ever. I navigate the entire zone on foot. I know about the issues. I know, I do. Maybe try ST RPG for a while, the movement system there has been fully tuned to match the game's play pace. I think the system suits ST a bit better, though. Obstacle size is different and it's not that obviously sectored. Also the target spot is usually precisely selected whereas in CK you often want to just move in a general direction.
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Post by Cory Trese on Jan 13, 2012 4:51:41 GMT -5
Also, in closing, I play the game. A lot and I don't use Taxis, ever. I navigate the entire zone on foot. I know about the issues. I know, I do. Maybe try ST RPG for a while, the movement system there has been fully tuned to match the game's play pace. I think the system suits ST a bit better, though. Obstacle size is different and it's not that obviously sectored. Also the target spot is usually precisely selected whereas in CK you often want to just move in a general direction. Don't follow, can't tell if you are criticizing CK or saying something good about ST. I take it you feel like they're the same (even tho they're not, but whatever.)
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fela
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Post by fela on Jan 13, 2012 4:52:04 GMT -5
ahhhhhhh sorry I just didn't understand what you were saying. That path is just a little bit too long for the CPU i guess. let me see how close it is and will fix or trim walls =) I already assumed that when you brought up too long paths in regard to the Aztek global issue . Still wanted to clear up the confusion about what i actually wanted to say.
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fela
Curator
Posts: 71
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Post by fela on Jan 13, 2012 5:06:10 GMT -5
I think the system suits ST a bit better, though. Obstacle size is different and it's not that obviously sectored. Also the target spot is usually precisely selected whereas in CK you often want to just move in a general direction. Don't follow, can't tell if you are criticizing CK or saying something good about ST. I take it you feel like they're the same (even tho they're not, but whatever.) I think you're reading to much critizising into my words . I assumed from your words that the pathing algorithms are somewhat similar, though. Am i wrong in that? (Obviously the ST algorithm additionally incorporates fuel consumption, but the general idea at least.) All i'm saying is that it's possibly harder to fit the algorythm to CK, because of the different applications. In ST i want to move from (precise) spot A to (precise) spot B with the least amount of danger/fuel consumption. In CK i want to move from spot A most often into a general direction, because Spot B is not in my current sector. Priorities for moving my knight are minimum squares and most importantly, least amount of fuzz for me in getting him there. edit: I'd have elaborated on why the new diagonal movement bothers me, but had to run for the hospital and now i have a newborn on my tummy, so I'll be less active for a while
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