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Zero-K 1v1 Tournament 4th of June 2016

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Date Editor Before After
6/9/2016 11:43:30 AMGBrankAdminDeinFreund before revert after revert
Before After
1 Maybe saying worse isn't technically correct, still I don't wanna think about all the issues I and my AI ran into with engine pathing. I don't trust the pathfinder to find the shortest(time wise) path. 1 Maybe saying worse isn't technically correct, still I don't wanna think about all the issues I and my AI ran into with engine pathing. I don't trust the pathfinder to find the shortest(time wise) path.
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3 When you then add deformable terrain it gets unusable for distances > 200 elmo. Also it isn't accurate enough for positioning spiders on cliffs(because 2D map). 3 When you then add deformable terrain it gets unusable for distances > 200 elmo. Also it isn't accurate enough for positioning spiders on cliffs(because 2D map).
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5 What the CSI Pathfinder does differently: Avoid steep hills/narrow passages, stay in formation/don't cluster, civilians avoid enemy contact. This relies on Spring pathing for the elmo level accuracy though, it's a simplified version of how a player has to correct unit paths. 5 What the CSI Pathfinder does differently: Avoid steep hills/narrow passages, stay in formation/don't cluster, civilians avoid enemy contact. This relies on Spring pathing for the elmo level accuracy though, it's a simplified version of how a player has to correct unit paths.
6 \n 6 \n
7 One Issue that is new to me is units actively running into and getting stuck in Strider nanoframes. 7 One issue that is new to me is units actively running into and getting stuck in Strider nanoframes.
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9 That said I don't think Spring's pathfinding is worse than similar games. But if somebody asks me whether I feel a difference between 91 pathing and 101 it is not the case for me (and I'm not gonna lie). A noticeable improvement would be the addition of some boids like behaviour that avoids all your raiders clumping at the first corner.