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Pathfinding. Ships going to Europe choose paths longer than necessary. #610
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this statement is correct and about the way from Europe to the colonies. |
@MrZorG33 |
in the following turns of the game ships sometimes choose a better path, going strait East. And they get back from Europe using the same efficient path. Maybe the issue is ships try to avoid any terrain features (unfavorable wind, favorable wind). |
Also possible, since they are actually considered in PathFinding. |
Yeah I think this is really just related to Terrain Features like Winds and Storms. |
I'll put in my 50 cents |
Upload a save or it didn't happen :P |
Also as I wrote in the forum, please check if the correct Europe Plots were placed. 👍 Sometimes map makers e.g. place Europe WEST instead of Europe EAST. |
Europe Plots is fine (especially since it worked at the beginning of the game). |
Remember that the AI (and automated units by the player) base their decision on what they can currently see. That means that due to the weather effects or hostile units (pirates, animals) they may choose a path that appears sub-optimal. As for the ship ignoring the nearest Europe plots, I'd need a save or a instructions on how to reproduce. It would also be interesting to know if it applies to random maps as well. |
Develop 2 branch.
All the ships going from my main port city choose path to Europe (Sail to Europe menu item) that is longer than necessary.
On the first screenshot my galleon is going to Europe. I have, for demonstration purposes, plotted it's possible path, by right-clicking on the border of the New World. As you can see, it needs 1 turn only to go to the edge, with a single square extra of pathing available.
This screenshot is after I end the current turn. You can see that the ship, instead of going East, went South-East. It lost a full turn by that maneuver, comparing to the path of the previous turn.
Attaching two save files, corresponding to 2 turns in screenshots.
windock AD-1660-July.zip
windock AD-1661-January.zip
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