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Old April 17th, 2009, 09:53 AM
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Default Re: Help on controlling the AI please

Quote:
Originally Posted by Imp View Post
I bought my entire human side after did waypoints cross attached it & modified 2 units without the waypoints disapearing. Then changed force again slightly twice without problem, saved & checked at each stage.
Mind you I only did 2 turns test to see if waypoints still work but the paths still show.
If I adjust anything on the AI side they vanish.

Congratulation, you got lucky. The reason we added the warning to the GG is because sometimes you won't and we cannot predict with 100% certainty when you won't. It *MAY* be that code changes we have made in other areas has altered this behaviour in some way. If so, this is a good example of subtle " unintended consequences" in coding and WHY we really don't like to muck about with the code much any longer.


As you have discovered waypoints are a bit of a black art that few master. Pyros did and wrote extensivly about it and we put it in the game guide. My suggestion for "waypoint newbies" is to NOT try to get too creative with them on your first attempt. ( they are great for random "patrols" where you don't want the same hting happening time after time when a sceanrio is replayed )

It's like calculus in some ways, some people get it and some don't and some get it with practice. Until we increased the number of waypoints allowed it was more a curiosity than anything really useful and increasing the waypoints and allowing players to experiment was, at the time ( and still is ) a more viable option than tearing it all apart and redoing it from scratch so that waypoints don't disapear until your units actually cross them but changing that now would destroy all the existing sceanrios and campaigns that use the existing arcane system. ( which is the perfect word to describe waypoints in the game----Known or understood by only a few )

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