[.991]Pathfinding is infuriating at times

So in the image below my hero is one square removed from Yithril's land.  I click that closest square so my hero will move there (because she has plenty of movement to reach it).  Instead she leaves Krax territory and walks all the way around to get to the square, using up all available move in the process.  

There are plenty of other times, not pictured below, when I click on a space in the explored fog of war and my unit takes some random path that is many times longer than the direct route presumably because another unit is blocking the path somewhere.  If that's the reason the game should handle that situation gracefully, not by sending my character around mountains and whole other kingdoms on a trip that takes dozens of turns longer than what I clicked.  This is exacerbated by the fact that we don't have the option to see our move path before units begin to move.  

Don't get me wrong.  The game is fantastic and has exceeded my expectations.  But this issue is so bad that I've turned autosave to every turn because wasting two turns of movement (one from bad pathfinding and one to get back to my starting point) is unacceptable.  So instead I have to reload semi-regularly.  

 

4,147 views 10 replies
Reply #1 Top

My favorite is if there is a river.  Even though they can walk over the river, they take a huge path that goes around.  Hate getting their feet wet.

Reply #2 Top

Agree, see my bug report here.

I've also seen the problem you're reporting, with pathfinding going out of its way to keep you out of enemy territory. (Which doesn't seem to affect the AI, does it?).

Also, in my .99 game, I tried to move a champion out of a town, only to see him automatically scurry right back into it.  The only way I could get him to move out and stay out was to move my sovereign out, and then have the champion join her.

Reply #3 Top


Or when you have a unit move out of a town, and it leaves by way of the backdoor forest instead of the main city gate with roads??? That is soo annoying.

 

Reply #4 Top

I've been begging since the beta of E:WoM (Maybe even GalCiv I forget?) to have the option to see and confirm a unit's movement path to a destination before the unit just goes running off, but it has never seemed to be put in.

Every other TBS I have ever played has this feature...I can't understand why it is so conspicuously absent in SD games?

There have been so many times my units have not done what I thought they would do when I ordered them to move, and it is really REALLY frustrating and seems so unnecessary?

SD, please PLEASE before release, allow us to see and confirm movement orders before the unit actually moves?

Reply #5 Top

Yes, we need this before release. Even when it does not kill your unit (it sometimes it does, and loses you a city in the process) it is really annoying.

I just move my units one tile at the time if I am moving over AI or FoW tiles. Oh, and counting quarters, because there is no display of fractional moves.

Reply #6 Top

I had my Sovereign and another Champion on a road 4 tiles from a city, there was a Bear group by the side of the road, it was early game so I would have been beaten to a pulp, so I click the city my party moves past the bear along the road then decides to move off the road into a forest right next to the Bear group, it's like the AI thought there was something on the road to avoid but there wasn't.

I even tried to replicate this from a save game but couldn't get it to do it again.

It's very very frustrating.

Reply #7 Top

I have noticed that when given a choice of two routes both with roads and clear of units to the same point the game will take the longer route without any forest tiles.

This is silly as a road forest tile costs the same movement as a road plains tile.

 

Also the auto road linking cities will go through quest and champion tiles but the units will walk around those tiles when auto-pathing.

I just noticed that this was mainly happening when I was moving a unit form a city other times they will path through those tiles.

 

Nakisisa

Reply #8 Top

I'm going to jump on the pile.  Another issue is that it movement costs are not clear.  it would be great if the icon would show the number of MPs that will be consumed.  This would help with missing trees, hills, rivers, roads, etc.. Right now moving is much harder than it should be

 

Reply #9 Top

Quoting Silicor, reply 9
I'm going to jump on the pile.  Another issue is that it movement costs are not clear.  it would be great if the icon would show the number of MPs that will be consumed.  This would help with missing trees, hills, rivers, roads, etc.. Right now moving is much harder than it should be

 
End of Silicor's quote

k6

Reply #10 Top

Has anyone seen the DEVs address this issue at all?