Aoe2 Pathfinding Quirks: When Units Refuse to Walk Over Deleted Buildings

Поділитися
Вставка
  • Опубліковано 29 вер 2024
  • If units are issued the same order repeatedly, they don't compute a new path to their target, even if a more efficient path becomes available.
    Patreon: / twest
    Discord: / discord
    Twitch: / twestaoe
    Twitter: / traviswestura
    Village Consort
    Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
    creativecommons...
    Age of Empires II © Microsoft Corporation. This video was created under Microsoft's "Game Content Usage Rules" using assets from Age of Empires II, and it is not endorsed by or affiliated with Microsoft. www.xbox.com/en...

КОМЕНТАРІ • 21

  • @WhiteSharks-wz6kn
    @WhiteSharks-wz6kn 4 роки тому +23

    0:54 i laughed so hard when only 1 scout attacked the house and the other one did nothing hahaha

  • @quakesquakes
    @quakesquakes 4 роки тому +1

    Great video, I think this has happened to me when trying to build a TC outside my walls, I placed the foundation, saw the vils taking a circuitous route, deleted a section of palisade to let them take a shorter route and then then reclicked the foundation with the vils but they didn't re-adjust. Didn't really think about it but now I know for the future, thanks!

  • @vojtechsejkora1554
    @vojtechsejkora1554 3 роки тому +1

    It can happend when you seage enemy wall. Order push inside and then clear closer walls.
    Btw. behavior of units is from programmer view understandable. Computing path is quite intense problem (take quite long time to calculate) so you do not want to calculate it every time for every unit when any building was destroyed. Also you do not want to units stand on same plase, when player give move order again and again and again.

    • @omerretrooglu9354
      @omerretrooglu9354 2 роки тому

      just calculate the closest path and a few alternate paths, then if a building in one of those alternatives gets destroyed, recalculate again.

    • @vojtechsejkora1554
      @vojtechsejkora1554 2 роки тому

      @@omerretrooglu9354 what? it is too vague description to understand what you mean.
      Also what it means "alternatives" path? In programming you have to be really specific, so if you have some indea how to calculate path in different way, and especially how to know, that you have to recalculate it and do not spent on it too much computer power, shere that idea in clear details :-).

  • @diegeigergarnele7975
    @diegeigergarnele7975 4 роки тому +1

    Never noticed this one honestly.
    The one I really feel annoyed by is the one that everybody else here also talks about. When I target a bombard cannon I want my light cavalry to attack the bombard cannon not to run into halberdiers. So annoying. I get it comes from the fact that if you are facing a group of melee units and you select one to attack your group will focus on the whole group... Which makes combat more efficient in that case but still that's why we have patrol or attack stance commands. I think they should implement a kinda simple focus concept where if you focus one unit your units will only attack the same enemy type.... So if I have enemy pikes and crossbows behind I cant patrol of course but if I send my knights to attack one crossbow they'll spread out to attack every crossbow and not the pikes in front. I don't know how hard this one would be to implement but I feel like it would be removing the most annoying pathfinding bug (given that the villagers getting stuck with each other also keep getting better)

  • @sanguineaurora8765
    @sanguineaurora8765 4 роки тому +1

    Well. When there are units in front of them..
    When 2 armies clash and soldiers that are behind try to seek out paths to engage,, they ignore the gaps and try to follow the same path and, even when they are blocked or being attacked. Like the scout in your vid, they even refuse to attack when they are surrounded and blocked by the enemy.
    Thats especially annoying a d game breaking with massive late game armies where you just attack move them to each other and they lose their initial target.
    A legit %60 of the units fail to even engage.
    Thats why, given exactly equal armies, AI REEEEEEEKTS a human player because it micro manages every single unit at the same time while your front line is constantly trying to adjust and chase retreating enemy units while taking hits.
    Especially AI archer scatter and kite soo effectively that it makes you scratch your head. I personally try to doubt whether cavalry even counters ai archers or not.

  • @davidgretzscheldailyreview6459

    I think this bug actually cost D3RP 2 villagers in TTL Game.
    ua-cam.com/video/UT0dW_MBuK0/v-deo.html

    • @T-West
      @T-West  Рік тому

      Ohh nice, I'll look at this game.

  • @RobotShield
    @RobotShield 4 роки тому +1

    I encounter this mostly when I try to send my units to escape through my own wall. Deleting the wall after I order the units.

  • @Rufert
    @Rufert 4 роки тому

    Well this explains my woes in AoE1 DE, when units would seem to do the opposite of what I told them. A shame, I'd have liked to play the campaign again, but fighting both my own units, the controls and the enemy is a bit too much for my old ass.

  • @Firewarz217
    @Firewarz217 4 роки тому +1

    In my opinion you and Spirit of the Law are the best info channels for AoE2De

    • @Firewarz217
      @Firewarz217 4 роки тому

      Wait that was an unusual quick response wow i like that aditude most youtubers i know first answer 1 or 2 hours later

  • @RADlX
    @RADlX 4 роки тому

    Pathfinding is uniquely hard to optimize without either making the game from scratch or upgrading the end users hardware. It could be ridiculous to ask everyones pc to re-compute an action all the time or when the exact same order is called.

    • @RADlX
      @RADlX 4 роки тому +1

      You can cover the optimization in DE when some villagers going to work without user commands or when the game drops older user commands based on importance. Would be a cool vid.

  • @LokirofRoriksted
    @LokirofRoriksted 4 роки тому

    sometimes im attacking and i command my melee units to attack a specific vill or unit and they get mildly blocked and start attacking other units instead. I give the command again multiple times and they think about going for that mangonel for a brief second but keep hitting a knight or something...
    Maybe the trick is clicking on the ground as you said and then clicking on the target again

    • @T-West
      @T-West  4 роки тому +2

      Right now DE has some serious bugs with unit pathfinding, where units don't target the unit they're ordered to attack. If you see melee units doing that constantly, it's probably resulting from that bug. But perhaps issuing a different order might be a way to help with that, could be worth testing out.

  • @naeglhin7767
    @naeglhin7767 4 роки тому

    What happens to me now is that they do not target enemy units.
    I command my units to attack a unit and they forget with the first thing they see.
    I don't have any special command or attitude activated

    • @T-West
      @T-West  4 роки тому

      That's a critical bug in DE currently, not much that can be done other than hoping it gets fixed.

    • @francocavecchia8246
      @francocavecchia8246 4 роки тому

      Or the first thing that attacks them. Easy to reproduce if you use massive ammounts of units to attack a single one. Also, this causes the AI to get bugged and keep on switching targets.

  • @CornBredCrusader
    @CornBredCrusader 4 роки тому

    in a remastered game that comes out in 2019, you would think that pathfinding would perform optimized checks at certain ticks of game time. For instance, in most MOBAs it is usually recalculated every 0.25 seconds.
    The devs might not want to put increased strain from this into a game where most players have older computers (South America, Asia, etc) and there are also more moving units in a castle or post imperial team game than there would ever be in any MOBA, but the fact that it doesnt check at all, even when a new order is issued, is the reason that I think that most remasters are simply cash grabs, as very little code is actually cleaned up when these games are released