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  1. #11
    The bar has been raised! A BIG +1 for D3preda7ion

  2. #12
    Moderator CNCGeek101's Avatar
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    Path finding is my chief complaint with all RTS games. All it takes is ONE unit and it's path finding to screw up a game.

  3. #13
    Quote Originally Posted by CNCGeek101 View Post
    Path finding is my chief complaint with all RTS games. All it takes is ONE unit and it's path finding to screw up a game.
    as always no need to make it sound like a universal problem and hence undermine the fact that cnc's have always had exceptionally bad pathfinding

    as mentioned in this thread theres alot of good quality rts's which have totally nailed down the pathfinding

  4. #14
    Colonel Kyang's Avatar
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    That's pretty impressive stuff. Pathfinding wasn't so bad in TT, was it?






  5. #15
    Lieutenant Colonel Lauren's Avatar
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    Wasn't so bad? You could place a line of tanks on a ramp and try to send another down/up the ramp... they are about done (if ever) when you come back from making yourself a nice sandwich.
    Also this supcom 2 sample only works because that pathfinder inherently leaves so much space between units which is bad when you only have a choke to go through and I guess half of the units wouldn't be in range until the first ones die.
    For SC2 you need more micro if you go through a choke that your units don't just drop in like water and being killed off one by one.
    Far from perfect to me.
    Last edited by Lauren; 03-31-2011 at 06:56 AM.

  6. #16
    Captain Incia's Avatar
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    Well Crawlers 'path-finding' was rather decent because tehy had the 'unit-walking' ability. If you had an army behind your Crawler and you retreated your Crawler backwards then it would simply merge through your own units and not get stuck.

    I wish the epic units in KW also had the 'unit-walking' thing to make things easier.

    And not even sure if the 'bad' path-finding was intentionally added to C&C4 as it works productive versus enemy units but counter-productive to your own army. I mean, if used decently you could 'block' enemy units and their path-finding, kind of how you can 'block' enemy Hero units in HoN. But with huge armies it gets annoying.

  7. #17
    Lieutenant Zaptagious's Avatar
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    The Sims has better pathfinding;

    Person 1: *Stand in doorway trying to get through*
    Person 2: *Stand in same doorway trying to get through*
    Person 1: *Stands around flailing his/her arms and yells gibberish at the sky*
    Person 2: *Stands around flailing his/her arms and yells gibberish at the sky*
    Person 1: *Has to go to toilet* *Goes away*

    But at least they go away. In C&C:

    Tank 1: Y U NO GET OUT OF WAY
    Tank 2: Y U NO GET OUT OF WAY
    Tank 1: *Wiggles around*
    Tank 2: Lol u mad?

    Sorry, I know that was lame but I'm incredibly bored.

  8. #18
    Major Heron's Avatar
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    Pathfinding in many ways are difficult to code. That said, anyone play SupCom2? How was the flowfield system?

    I will respect your opinion as long as you respect mine.

  9. #19
    Lieutenant Colonel EddySaf's Avatar
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    Quote Originally Posted by Heron View Post
    Pathfinding in many ways are difficult to code. That said, anyone play SupCom2? How was the flowfield system?
    I'm interested in knowing that about SupCom2 and this is a good topic.

  10. #20
    Captain PizzaAtomica's Avatar
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    Quote Originally Posted by Kyang View Post
    That's pretty impressive stuff. Pathfinding wasn't so bad in TT, was it?
    It was still bad, they just managed to cover it up a bit by letting you only have around 16 units max, and removing harvesting and most structures.
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Victory Games is Electronic Arts' dedicated Strategy Gaming studio. Formed in 2010 under the leadership of Jon Van Caneghem, Victory Games has offices in Los Angeles, CA; Austin, TX; and Shanghai, China and is currently focused on the Command & Conquer franchise.