Path finding AI....
Path finding AI....
Okay, this thing is driving me isane. I have even lost a few battles because of it.. anyone have some tips on improving this. I have raised the nodes to 32000, but its really doesnt help much.
/Kaaze
I beleive there is a way to set waypoints for your party. I think it is pressing shift and selecting the path by clicking at the appropriate points along the route to the desired location.
I cannot be sure so I suggest you have a brief check of the manual...
I cannot be sure so I suggest you have a brief check of the manual...
"I fart in your general direction! Your mother was a hamster, and your father smelt of elderberries!"
Using the star-thingy formation saved me a lot of frustration. It appears to be the only formation (not counting the snake-thingy as a "formation") that allows characters to pass in between each other, preventing many annoying "long cuts".
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
Unfortunately, the Infinity Engine games have some of the worst pathfinding ever seen in a computer game.
Past: Ascension
Present: The Broken Hourglass
Future: Return to Windspear, Imoen Relationship
"Perfection has no deadline"
Present: The Broken Hourglass
Future: Return to Windspear, Imoen Relationship
"Perfection has no deadline"
Actually, it works better to set the pathfinding LOWER.
If the AI cannot find a path in the number or nodes, it stops the character from moving. This is often preferable to taking a long route around, which can accidentally draw out monsters who were safely unaware of your party.
Also, I believe that the system moves characters in the order they were added to the party, not the party order of display. This would make removing all characters, and adding them in the order you wish them to move, a viable tactic.
One of he reasons that BG2 does better is that it has an option which forces recalculation of paths every round, thus a block formed by forward party members is only temporary, and the charactyer after a little shufle-stepping continues on.
Personally, I would not have made anyone block pathfinding except during combat; the game designers chose another option.
If the AI cannot find a path in the number or nodes, it stops the character from moving. This is often preferable to taking a long route around, which can accidentally draw out monsters who were safely unaware of your party.
Also, I believe that the system moves characters in the order they were added to the party, not the party order of display. This would make removing all characters, and adding them in the order you wish them to move, a viable tactic.
One of he reasons that BG2 does better is that it has an option which forces recalculation of paths every round, thus a block formed by forward party members is only temporary, and the charactyer after a little shufle-stepping continues on.
Personally, I would not have made anyone block pathfinding except during combat; the game designers chose another option.
WizWom - wandering kernel of happiness