Posted August 23, 2010
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However I was going for the more macro AI, as an opponent it's hard, and plays by the rules. As an interface I've not personally been frustrated by it because I never move that many units.
In WC/SC when You tell 20 troops to go through a tunnel, they will go around, as soon as the first units block the tunnel [happens in WC1, WC2, SC and WC3 for sure, i checked that out a few days ago]. Some will even stop half way. A simple solution is to tell the unit to wait, when the unit blocking the path is on a move to a set destination. So, if Unit 2 is following Unit 1, and Unit 1 block the path, Unit 2 should stick to Unit 1, and if too close, wait for Unit 1 to move a bit, all by checking if Unit 1 is moving in the same direction.
The reason i replied to Your post in the first place, is because it's a bug/feature that's in Blizz's RTS games since WarCraft 1 [yeah, i've been around that long].
Right now, i'm finishing up the Orc Campaign in Tides Of Darkness [playing on the up to date Battlenet edition of WC2] and the problem with path finding is the all the way. And in WC2 You could only select up to 9 units at a time. And just today, i was defending my base from a Paladin/Knight/Ba;lista mix with 3 Orges and 6 Berzerkers in one group. The Berzerkers got raped, and the Orges decided on NOT attacking the enemy after losing their way. So i decided to check that out again, and found out that the Orge units had to cross a 'stream' of Peons working the mines, and then travel through a small tunnel between a forest and a Turret, and they just couldn't handle it.
But it gets better, in one of the first Orc missions, where You must free an Axethrower and then lead him to his encampment. After uncovering the path to the camp, i created some additional units just to be sure the Axethrower will be safe. To my surprise, the units from my main base couldn't find a way around a big forest, and ended up stuck halfway, looking at trees. Yes, it's that bad.;]
The problem becomes even funnier after playing around in SC2, where similar bugs/features still exist.
Then call me an expert blocker. ;P Try maneuvering units between sieged tanks.:P
The sh..ty Reapers loved to block on a ledge, refusing to jump down from it, dancing around, and once every while, one reaper would jump down. Also, tanks in a condensed group had some problems. SC2 had most of it done better, but still, the problem exists. ;)
Post edited August 23, 2010 by Arteveld