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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old June 8th, 2001, 09:33 PM

Omega Omega is offline
Private
 
Join Date: May 2001
Posts: 33
Thanks: 0
Thanked 0 Times in 0 Posts
Omega is on a distinguished road
Default 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?
Reply With Quote
  #2  
Old June 8th, 2001, 09:49 PM

Aristoi Aristoi is offline
Corporal
 
Join Date: May 2001
Location: Tallahassee, FL
Posts: 110
Thanks: 0
Thanked 0 Times in 0 Posts
Aristoi is on a distinguished road
Default 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.
Reply With Quote
  #3  
Old June 8th, 2001, 10:32 PM
Master Belisarius's Avatar

Master Belisarius Master Belisarius is offline
Colonel
 
Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
Thanked 0 Times in 0 Posts
Master Belisarius is on a distinguished road
Default 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!
Reply With Quote
  #4  
Old June 9th, 2001, 07:04 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default 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).]
Reply With Quote
  #5  
Old June 11th, 2001, 07:18 PM
DirectorTsaarx's Avatar

DirectorTsaarx DirectorTsaarx is offline
Major
 
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
DirectorTsaarx is on a distinguished road
Default 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.
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
Reply With Quote
Reply

Bookmarks


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 02:43 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.