idea for possible improvement to pathfinding destroying ups on deathworlds
Posted: Wed Mar 13, 2019 12:04 pm
Hi
I'm playing on a deathworld. Here is a picture so you get a sense of just how many enemies there are.
https://cdn.discordapp.com/attachments/ ... nknown.png
The problem is, I'm unable to fire my artilleries at their max range, because firing that far behind enemy lines causes the enemies to attempt to pathfind to me indefinitely, which lowers my UPS from 60 to unplayable levels.
The main issue is that enemy pathfinding gets blocked so far behind enemy lines that they can just never finish calculating. Or at least, it will take a very, very long time.
I had an idea which might solve this issue.
The idea is:
1. When an enemy fails to pathfind to your base for X amount of time, due to being blocked by other enemy bases, it will "pass on its agression" to any random enemy of the same size & type as itself, which happens to be standing within a cone facing the direction of your base.
2. The current enemy becomes passive (loses its agression) and stops pathfinding, and the new enemy will pick up where it left off and try again.
2b. Optionally reduce the amount of time before giving up so that it tries for shorter and shorter intervals each time.
3. Repeat until the "wave" of agression enters the border between the enemy lands and your cleared artillery lands. They are now free to pathfind to your base.
Side note: It would probably be possible to fine-tune the time before "giving up" and passing the agression along, such that the "wave" of agression takes the same amount of time to reach you, as an enemy would if it ran that whole distance in a straight line. That said, it might be better to make it faster, so that the massive UPS drops can clear up quicker.
Thanks.
I'm playing on a deathworld. Here is a picture so you get a sense of just how many enemies there are.
https://cdn.discordapp.com/attachments/ ... nknown.png
The problem is, I'm unable to fire my artilleries at their max range, because firing that far behind enemy lines causes the enemies to attempt to pathfind to me indefinitely, which lowers my UPS from 60 to unplayable levels.
The main issue is that enemy pathfinding gets blocked so far behind enemy lines that they can just never finish calculating. Or at least, it will take a very, very long time.
I had an idea which might solve this issue.
The idea is:
1. When an enemy fails to pathfind to your base for X amount of time, due to being blocked by other enemy bases, it will "pass on its agression" to any random enemy of the same size & type as itself, which happens to be standing within a cone facing the direction of your base.
2. The current enemy becomes passive (loses its agression) and stops pathfinding, and the new enemy will pick up where it left off and try again.
2b. Optionally reduce the amount of time before giving up so that it tries for shorter and shorter intervals each time.
3. Repeat until the "wave" of agression enters the border between the enemy lands and your cleared artillery lands. They are now free to pathfind to your base.
Side note: It would probably be possible to fine-tune the time before "giving up" and passing the agression along, such that the "wave" of agression takes the same amount of time to reach you, as an enemy would if it ran that whole distance in a straight line. That said, it might be better to make it faster, so that the massive UPS drops can clear up quicker.
Thanks.