Pathfinding oddity

While the game can easily deal with two stacks in a single square, my units/stacks seem to have a lot of fun stepping off the road to pass another of my units on the road during auto move.

 

6,538 views 4 replies
Reply #1 Top

Yes! Path-finding should be getting some attention in the next path. Between issues like this, problems sending units to places near hills, and then units not correctly choosing the fastest route to a destination (avoiding trees for instance), there's a lot more work to improve. I'd also love to see the path finding draggable (like changing destination points in Google Maps) as well as way points (multiple places to send a unit to visit).

Reply #2 Top

agree

My units also sometime detour slowly around my cities instead of zipping thru them.

Reply #3 Top

It is particularly annoying when they detour around the city by wading through rivers or sojourning in a forest.

Reply #4 Top

I have noticed that the pathfinding doesn't seem to take a turn-by-turn approach to pathfinding.  For instance, it will move you into forest on move 1 where it could have moved 1 on plains and then into the forest on move 2.  It also seems to not try to preserve as much movement as possible on a 1 turn move.  e.g. move 1 onto a road, then 1 off the road, leaving .5 moves left, rather than just moving 2 beside the road.  You arrive at your destination in the same turn, but one way you have moves left, the other you don't.