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Alpha 2 - Pathfinding

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13 years ago
May 18, 2012, 6:00:46 PM
Ummm yeah..... this could actually make for an interesting game feature if it were to be really rare. As it stands as a bug it makes me think of dragons turning tight circles around trees...........
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13 years ago
May 17, 2012, 10:45:18 PM
^ yes, it only happened for like 1 turn though. Strange. General crappy wormhole related pathing was persistent.
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13 years ago
May 17, 2012, 10:42:30 PM
Slightly related note I've had ships decide to ditch the star lanes and hoof it across open space making a 2 turn trip take about 10 or 11 turns has anyone else encountered this?
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13 years ago
May 17, 2012, 10:38:43 PM
I'm noticing poor pathfinding on non wormhole routes as well. I ordered a fleet to travel from one planet to a neighboring planet; it traveled to a third planet first making a longer journey.







When ordered to travel from Yedix to Matarca they moved through Alioth.
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13 years ago
May 17, 2012, 8:12:02 PM
I've seen this Issue too, what I noticed after 5 or so tries that the fleet always tried to bring the movements point to 0. It would go forth and back between system and the last move point was used for the correct lane to the destination planet.



Really wierd. I had 1 ship which had 22 move points going back and forth 4 times.
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13 years ago
May 17, 2012, 8:19:45 AM
From the patch notes:



SpaceTroll wrote:


Known issues:

Pathfinding (when you want to pass through a wormhole with the warp drive technology).

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13 years ago
May 17, 2012, 8:18:07 AM
Platescale wrote:
The pathfinding glitches surrounding wormholes already existed, but they weren't obvious. Wormhole generation used to be much lower than it should be - a bug in itself. They fixed that. Now the pathing problems around wormholes are causing much more trouble.




Thanks, though they were obvious to me, that make perfect sense why I'm seeing it more now.
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13 years ago
May 17, 2012, 8:13:51 AM
It looks like the pathfinding prefers to travel through a system that has a wormhole connecting to it.



When doing your shortest path algorithm, why not use the ship's full movement allowance as the "cost" for going through the wormhole.
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13 years ago
May 17, 2012, 8:13:47 AM
KnightHawk wrote:
Is it just me or random luck or has it seemed to get worse in .30 vs .24?




The pathfinding glitches surrounding wormholes already existed, but they weren't obvious. Wormhole generation used to be much lower than it should be - a bug in itself. They fixed that. Now the pathing problems around wormholes are causing much more trouble.
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13 years ago
May 17, 2012, 2:02:21 AM
Having the center isolated by a lot of wormholes is really nice i think, but here comes the problem when you try to go through them.







As you see on the image i have three systems on my side connect to the center.

For some reason the scout has no problem to use any wormhole, but when i ask my fleet of 7 defenders to cross them to go say hi to the pirates, they just go back and forth between the three systems on my side.



Game settings are:



- Spiral-4

- Normal

- 4 players
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13 years ago
May 17, 2012, 7:06:17 AM
Incognito wrote:
The way you describe it, it sounds like a typical sci-fi spacial anomaly. Your fleet has been trapped in a non-relativistic pocket outside space-time. To have any hope of getting out you need to collaborate with the other alien ships trapped there. If you pool your anti-matter resources you might be able to create an explosion that will tear a rift in the fabric of space, which your fleet can escape through.



Sorry I couldn't help it. smiley: smile




Haha i loved your post dear danish Spaceman
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13 years ago
May 17, 2012, 5:38:14 AM
Platescale wrote:
I managed to stick the game into a particularly interesting situation where one of the stars on the map is unexplorable and one of my fleets is pinned in place, all due to the pathing glitches around wormholes.




The way you describe it, it sounds like a typical sci-fi spacial anomaly. Your fleet has been trapped in a non-relativistic pocket outside space-time. To have any hope of getting out you need to collaborate with the other alien ships trapped there. If you pool your anti-matter resources you might be able to create an explosion that will tear a rift in the fabric of space, which your fleet can escape through.



Sorry I couldn't help it. smiley: smile
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13 years ago
May 17, 2012, 4:51:26 AM
davea wrote:
Duplicate of this:

http://forums.amplitude-studios.com/showthread.php?2714-Wormhole-Movement-Glitch

Save game in that thread.




Thanks for the redirect to my thread, Dave. I do recommend anyone who hasn't seen the glitch themselves - or who hasn't found it particularly troublesome - try out my save. I managed to stick the game into a particularly interesting situation where one of the stars on the map is unexplorable and one of my fleets is pinned in place, all due to the pathing glitches around wormholes.
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13 years ago
May 17, 2012, 2:35:23 AM
I have experienced similar pathing issues. The funniest wormhole pathing issue I have seen in alpha#2 is when a fleet goes to an adjacent system to use the shorter wormhole even through the fleet can just go right through the wormhole to the same destination from where it the started.
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