Reduce Pathing Costs by 50%
Post ideas and suggestions on new features or improvements here.
posted on June 3rd, 2011, 9:30 pm
Some maps have pathing issues in tight areas. Reducing the pathing costs will help eliminate these issues. I know I could make it into a mod, but I would also like it to be integrated into a stock Fleet Operations.
RTS_CFG.h (original)
RTS_CFG.h (new)
RTS_CFG.h (original)
- Code: Select all
// Pathing cost for nebulae
float NEBULAE_PATHING_COST = 300.0;
// Extra distance for pathing around nebulae
float NEBULAE_PATHING_SAFETY_COEFFICIENT = 1.8;
// Pathing cost for asteroid belts
float ASTEROID_BELT_PATHING_COST = 400.0;
RTS_CFG.h (new)
- Code: Select all
// Pathing cost for nebulae
float NEBULAE_PATHING_COST = 150.0;
// Extra distance for pathing around nebulae
float NEBULAE_PATHING_SAFETY_COEFFICIENT = 1.4;
// Pathing cost for asteroid belts
float ASTEROID_BELT_PATHING_COST = 200.0;
posted on June 3rd, 2011, 9:35 pm
so wait, changing a few numbers will magically make things better? and in nearly a decade the devs didnt discover this?
optec i am disappoint
optec i am disappoint

posted on June 3rd, 2011, 9:37 pm
The numbers are the way they are so that ships give nebulae a wide berth. Changing them to be smaller values should essentially make ships pass closer to these objects. Good thing?
There are several maps played online right now that have enough Nebulae in them so that they already cause large fleets to behave stupidly and send ships into damaging nebula. This would make it worse.
Again: Good thing?
There are several maps played online right now that have enough Nebulae in them so that they already cause large fleets to behave stupidly and send ships into damaging nebula. This would make it worse.
Again: Good thing?
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