[1.0.25] Long-distance pathfinding errors? (Or: The off-camera pathing problems in Stobe's)

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TacticalMaster
Posts: 363
Joined: Sun Mar 24, 2013 5:38 am

Thu Apr 25, 2019 3:16 am

I've setup my first outpost at Greenbeach and I want to send my spies (ninjas) on a heist mission in the UC desert. But at the same time, I'm stocking on supplies by sending a convoy squad to a town. So I'm micromanaging two squads at the same time. So I ordered my spies to just go within The Eye and let their athleticism do the rest. However, upon doing that and frequently checking two of my squad's goals to see if they're doing their jobs right, I noticed something: My ninja squad's goal has been set to "Aimless" despite giving them the order to go to The Eye. I fixed the ninja squad's order while still viewing my convoy by moving them to The Eye again, but their goal immediately switches back to "Aimless."

When I decided to switch cameras with the ninja to see what is going wrong, I just noticed they were running into a dead end in a canyon of Stobe's Garden... The second time they couldn't comply with my move order, they were stuck at a ridge about mideast of The Outlands. Now I had no choice but keep the camera locked onto the ninjas as they make their long distance trip to the deserts... :/

So, is the long-distance pathfinding not perfect? Or is this just biome related?

EDIT: Cliff pathfinding error happened; third long-distance pathfinding error already. I managed to get a screenshot of this. It happened at Stobe's Garden. I also noticed that there is a "short delay" as I tried to move them to my base, once I centered my camera to the stuck units.

(PS: I was using the 256 recruitment limit mod. Perhaps the large amount of characters could be this issue?)
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Last edited by TacticalMaster on Mon Apr 29, 2019 8:29 am, edited 1 time in total.

TacticalMaster
Posts: 363
Joined: Sun Mar 24, 2013 5:38 am

Mon Apr 29, 2019 8:16 am

Sheesh. Stobe's Garden has a lot of pathing issues when not camera'd in... I've got another pathing error location with a screenshot. It's a blocking path of Copper scrap.

(PS: I'm using the "Nice Map" mod.)
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TacticalMaster
Posts: 363
Joined: Sun Mar 24, 2013 5:38 am

Mon Apr 29, 2019 9:31 am

On a related topic: Another one! This time, it occurred somewhere on the West of the Arm of Orkan.
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LyranRenegade
Posts: 42
Joined: Fri Dec 01, 2017 11:57 pm

Mon Apr 29, 2019 2:52 pm

It's related to what part of the map is loaded. It doesn't work flawlessly by a long shot, as you've noticed.
[And map-loading is related to camera [also player-character position you would say], but mainly camera.. When you move the camera in the direction your squad needs to go, mapdata will get loaded, and they will be able to run a bit without too many problems..]

There are certain fixed routes that are always loaded in memory I think, those the AI will aim for if you send them to an unloaded part.
But, if one of those 'roads' are not reachable within the loaded area.. well, you get stuck.

So, you do need to micromanage offroad squads, can't really send them reliably on long journeys.
I don't really mind it personally because I do enjoy watching the travelling and if you found a route with little obstacles the next time it'll be easier.

And it's a gigantic world of course, with lots of places where there are unintended obstacles [like bridges not entirely connecting to the other side]. Slowly they will all get fixed probably so it's a good thing to post them all here.

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