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Path finding AI....
Posted: Sat Jul 28, 2001 5:35 am
by KaaZe
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.
Posted: Sat Jul 28, 2001 6:27 am
by Angelus
In TotSC (and perhaps in BG1 also) you can set it as high as 400000, but it's still not perfect.
Posted: Sat Jul 28, 2001 6:45 am
by Denethorn
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...
Posted: Sat Jul 28, 2001 12:39 pm
by KaaZe
Thanks for the replies, guess im just gonna have to live with it.

Posted: Sat Jul 28, 2001 4:30 pm
by Xyx
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".
Posted: Thu Aug 02, 2001 3:58 pm
by Quitch
Unfortunately, the Infinity Engine games have some of the worst pathfinding ever seen in a computer game.
Posted: Thu Sep 13, 2001 6:14 pm
by WizWom
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.