Pathfinding issues left in 10/4 patch

Discussion in 'Support!' started by xiggy, October 5, 2013.

  1. xiggy

    xiggy New Member

    Messages:
    15
    Likes Received:
    2
    Pathfinding is greatly improved, but I found a pathinf issue last night.
    E = energy
    F= Factory

    I had for energy generaters lined up diagonall at 45 degrees. I then capped the end with a factory at 90 degree angle to the energy plants. This created an arrowhead. I accidentally had a factory generating bots to a waypoint well past the above arrow head. The bots got stuck at the point of the arrowhead.

    E
    E
    E
    Units ---> EFFF ------------------->Destination
    FFFF
    FFFF


    The units Dance at the intersection.

    Should have taken screen shot. Hope this helps.
  2. rkfg

    rkfg Member

    Messages:
    35
    Likes Received:
    2
    Yeah, pathfinding is quite buggy, here are the screenshots of my Halleys and advanced fabs around.
    [​IMG]
    I ordered those who's stuck to assist the builders but they just rotated towards them and then back to the Halley standing still. Then I ordered them to move near the half-built Halley and they moved fine and after ordering assisting they started to build together. I've turned on pathing info if it helps.

    [​IMG]

    Another example. I also saw the inability to start construction of a factory because there were flying units above the place. They tried to move away but it wasn't enough maybe and then a fresh-built airfab came from the factory to that place. He wasn't moving away because I've ordered building there before it was built. Anyway, doesn't make sense. Flying units may sit above any building so why they obstruct the building process?

    I also saw two ground units moving in the opposite directions that met each other and moved sideways unable to give a way. Well, just like people on a road, that's funny but seriously hinders the movement. Something alike was with airborne units though it's strange. I remember them stopped patrolling and began dancing in a group being unable to move on their own. Don't know if it's related to pathfinding though but after 10-20 minutes my patrolling Hummingbirds often stuck midair.
  3. Corang

    Corang Well-Known Member

    Messages:
    772
    Likes Received:
    313
    Exactly, this problem has been so annoying.
  4. tohron

    tohron Active Member

    Messages:
    272
    Likes Received:
    168
    Fabricators seem to have pathfinding issues when trying to construct things as well. I remember when I had a big group of fabbers building a Halley: once they finished and started another right next to it, some of the fabbers got stuck on the end of the first one, doing nothing.

Share This Page