Rman Virgil wrote:.
A FlaME Overview covering a goodly portion of the last sequence of in-game screen caps.
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Buginator wrote:Rman, (sorry for the OT) just curious, have you seen any difference in path finding / path walking with more complex maps ? Does it happen more / less frequently ?
Oh that's cool - I see it as a fundamental and relevant question.
I have 3 basic tests for this. I've done 2 of 'em extensively and the PF / PW passes with flying colors.
These 2 tests (which I also do in
Drive Mode to also catch my flaws in topography) are:
1.) Vtol & Hover groups, to and fro, from mainland to islands, crossing bodies of water and cliffs.
2.) 40 Unit mixed land unit groups (Borgs, Tiger Tracks and Scav Trikes) criss-crossing the mainland dealing with multi-level, serpentine cliff face tracts, choke-points, ocean shorelines and lakes.
Now the 3 rd test I have not spent much time on because it is influenced by oil resource placements which for me is dependent on how the Player 7 Scav A.I. currently under development by DylanDog turns-out for my final decisions in this area.
This 3rd test is a special case focused on
Scouting Trucks A.I..
In the past this has been a source of serious problems for map makers and Players (both human and Ski A.I.) because Trucks would get stuck ranging on Oil resources at the shortest distance, as the crow flies, irrespective of blocking tiles. Which is to say, if there where a longer path to the Oil resource that was not obstructed they would not seek it if they first encountered the other as the crow flies but blocked. Trucks would continue to cluster and in tighter locations this would quickly escalate into bottlenecks with other units joining the cluster-frack.
Scouting Trucks and setting them off blindly without command attention is a poor tactic on
Aqua Co-op SE which will get you into trouble real fast and this is by design on my part so that while this 3rd test is still important for me to do it is not as critical a condition as it would be on most standard maps which do not deliberately make this tactic disadvantageous.
Now, if memory serves me accurately, Per dealt with this Truck Scouting A.I. issue last year but at the time I was working on
War School and I was designing Oil placements and access points to eliminate this problem so I wasn't concerned with a stock source solution to the problem.
That said, even though
Aqua Co-op SE is specifically designed for all human team play and for discouraging mindless Truck Scouting,
Aqua Co-op Elite Edition is an other story because it is designed for Skirmish A.I. Players and they use the "mindless" Truck Scouting tactic (even the custom skirmish A.I. that I am working on, & will bundle with it, which is mainly focused on dealing with the challenges posed by Island Conditions). In short, from my perspective, this 3rd PF-PW test I do will be way more critical to
Aqua Co-op Elite Edition even if the issue was dealt with last year on a stock source level because the topographic intricacies of this map exceeding most conventional maps and because of my set of prioritization criteria for oil placements mostly focused on Combat Tactical opportunities of a Campaign-like flavor and NOT easing the burden on "mindless" Truck Scouting A.I...
- RV
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