.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT
Notices


 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #1  
Old September 13th, 2011, 10:16 AM

dmnt dmnt is offline
Sergeant
 
Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
dmnt is on a distinguished road
Bug Route planning algorithm

While enthusiastic about the game, I have encountered quite a many times a bug in the route planning algorithm when you click to the target hex, mostly involving building or water hexes. Tanks like to take the drive thru like they were at McDonalds and water hex movement point consumption (as well as in some other cases but I haven't been able to isolate) differs between the plan (bright hexes) and the actual result (troops run to water and are then "out of movement points." Minor case is that sometimes they have points to go to the firm land but are shown as not eligible to go there.

In my running PBEM game I had a MTP-70 which for reasons unknown decided that the shortest route between two points isn't a line drawn between them but first we should crash in to a building (in waterline hex) and then get stuck there. Bizarrely the first move was to hex down and right when I clicked the leftmost hex it could reach. Also with MTP-70 the bridges seem to consume movement points just like I would drive my troops to land.

I can provide you examples where route plan goes wrong in saved games if you need, but here's the list of what I have found so far:

- Tanks especially like to drive to the buildings even when other routes are faster (there's a road around the house).
- Units treat water hexes as they were roads in the route plan and then the unit fails to reach the target destination clicked. Maybe adjust the algorithm so that the unit which is on land will count the water hex as (Movement Points / Water Movement Points), so a unit with MP 20 and WMP 4 would treat the water like it consumed 5 points of movement.
- The reachable hexes in above situation fails. Sometimes there are hexes you can go but are not marked as such. Occasionally in other situations when there are units, holes in the roads and lot of action the promised movement is more than the final result after clicking the hex, but I am unable to isolate the issue.
- Some boats require additional movement points (A LOT!) when moving thru hexes that have bridges.
+ Wish: When moving the unit, show planned path (when mouse is held on top of the target hex) and possibly warn if the route involves rough slopes or crashing thru buildings. For example, the planned route is shown with a dark gray dashed line, which will turn red if the route involves a hex that could possibly get the unit stuck.
Reply With Quote
 

Bookmarks

Tags
boats, bug, moving, path algorithm, water


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:28 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.