About pathing...

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Xenon
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About pathing...

Postby Xenon » Tue Aug 03, 2010 7:52 pm

My attempts at micro are often hampered by the way pathing works. If you try to move a unit past units that won't move (attacking or on hold position) it will bump into them repeatedly until it gets around them, that is, if it can at all.

Was the pathing in the early stages more fluid than this, then "nerfed" to limit "auto-surround"? This is likely one of the main problems with the Ultralisk, since it has trouble reaching the front lines.

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UntamedLoli
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Re: About pathing...

Postby UntamedLoli » Tue Aug 03, 2010 8:13 pm

I'm pretty sure they havn't changed anything related to pathing since beta started.
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IskatuMesk
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Re: About pathing...

Postby IskatuMesk » Tue Aug 03, 2010 9:44 pm

Have not seen anything that indicates pathing changes since the beta began so I doubt it. The pathing definitely has its issues.
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Re: About pathing...

Postby Xenon » Wed Aug 04, 2010 6:58 am

So is "auto-surround" as powerful as it originally was?

The "no fly zones" for air work on the same principle as immobile units, which is to say, not very well. The pathing around terrain and structures works well, though; it uses a mesh of triangles instead of the usual grid, which in almost all cases allows a much smaller number of "elements" to use to find a path.

Due to this I cannibalized the cliff pathing to use for air units in my map project, though I had to tediously paint the space platform gaps with ground pathing and stud the edges with pathing doodads that stamp them with cliff pathing.

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Re: About pathing...

Postby IskatuMesk » Wed Aug 04, 2010 7:04 am

afaik auto surround is totally unchanged.
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Re: About pathing...

Postby UntamedLoli » Wed Aug 04, 2010 7:10 am

There would've been 50 threads on TL about it within 2 minutes if they changed it at all.
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