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-   -   AI Pathing Quagmire (http://forum.shrapnelgames.com/showthread.php?t=3327)

Omega June 8th, 2001 09:33 PM

AI Pathing Quagmire
 
I have found a problem in the AI pathing routines. This isn’t a bug as much as it is a logic problem. During my extensive AI testing, I notice that my new AI had several ships in and enemy system that were out of supplies. The ships were trying to exit a warp point that is guarded by two small satellites. The AI seems unwilling to attack these satellites an unable to exit the system any other way.

The ships in question could easily smash the two satellites and leave. The AI must be programmed not to attack with ships that are out of supply. The ships have been stuck next to the warp point for over two years. They have paths that move next to the warp point and then back to where they started. They are permanently stuck in this system.

Should I submit this as a bug report? How would I do that?

Aristoi June 8th, 2001 09:49 PM

Re: AI Pathing Quagmire
 
To submit a bug, send an email to Aaron at Malfador, I believe the email is se4@malfador.com . Usually it's best to include the offending save game.

Master Belisarius June 8th, 2001 10:32 PM

Re: AI Pathing Quagmire
 
Yep, Aristoi is right.
Please send this bug to Aaron. Although I'm pretty sure that he know this bug, always is good refresh their "to do" list! http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Q June 9th, 2001 07:04 AM

Re: AI Pathing Quagmire
 
I defenitely think this is a bug and should be reported again to MM. Probably it is connected / the same as the bug of the "dance" of ships in front of a warp point occupied by enemy ships. If the order of the ships was not specific to go to this warp point, but it is just on their way to somewhere else, they ship will move in front of the warp point till all their movement capacity is used. They will not attack, even if they easily could destroy the enemy.

[This message has been edited by Q (edited 09 June 2001).]

DirectorTsaarx June 11th, 2001 07:18 PM

Re: AI Pathing Quagmire
 
One way to implement this would be an option, either global or per-ship (or per ship class), that toggles on/off the "avoid enemy ships" pathfinding. For instance, maybe I only want attack ships to try moving into sectors with enemy ships; but transports should ALWAYS avoid encounters with enemy ships.

This would also require modifying the pop-up window that asks if you want to enter a sector with enemy ships; it would be nice to know how many & what kind of ships are in the sector before engaging in combat.


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