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stupid waypoint - Filling TCs - IMPLEMENTED
Posted: Fri Aug 21, 2015 4:13 pm
by TheBluePhoenix
I understand coding for waypoint is huge but the following problems are larger
Sometimes in large games i select many units and set a waypoint. But what it does is completely fill my tcs and other unit producing structures causing the production to stop. Checking each and every structure after setting waypt. Absolutely destroys its use. I suggest 1 spot of any unit producing structure be left vacant
Sometimes the units try to take the shortest path to the way pt. But dont seem to see that there is a lake or rocks or bricks etc in between
Lastly, the waypoint logic is better but it still needs work
Re: stupid waypoint
Posted: Wed Aug 26, 2015 9:51 am
by TheBluePhoenix
Anybody facing these problems i mentioned??
Re: stupid waypoint
Posted: Wed Aug 26, 2015 12:28 pm
by COOLguy
Sort of. I just don't use the waypoint ever.

Re: stupid waypoint
Posted: Wed Aug 26, 2015 1:44 pm
by Darkknight
This happens a lot so i only use waypoints in areas with small amount or no obsticals. But i dont really use waypoints much so it is not a big problem for me.
Re: stupid waypoint
Posted: Wed Aug 26, 2015 2:33 pm
by ejm29
In the past ive had the same problem. But I haven't used the waypoints in a while now (too inaccurate)

Re: stupid waypoint
Posted: Wed Aug 26, 2015 5:51 pm
by TheBluePhoenix
So clearly we have to solve this problems to retain the beauty of playing large maps
Re: stupid waypoint
Posted: Wed Aug 26, 2015 6:01 pm
by COOLguy
I avoid large maps like the plague.

Re: stupid waypoint
Posted: Wed Aug 26, 2015 6:06 pm
by TheBluePhoenix
Generally me too

Re: stupid waypoint
Posted: Wed Aug 26, 2015 6:06 pm
by TheBluePhoenix
Generally me too

Re: stupid waypoint
Posted: Wed Aug 26, 2015 8:27 pm
by ejm29
The same here!

Re: stupid waypoint
Posted: Thu Mar 16, 2017 4:24 am
by scottieblueeyes
I use waypoints A LOT, so I feel your pain. I agree with everything you said.
I don't play large maps either because they take so long to finish even after the eventual outcome is obvious. The AI isn't good enough to make a come back. There should be a domination setting where you pick what percentage of the map needs to be controlled for victory.
Re: stupid waypoint
Posted: Fri Mar 17, 2017 5:03 pm
by DoomCarrot
I never use waypoints...

Re: stupid waypoint
Posted: Sat Mar 18, 2017 4:06 am
by tamtam12345
I think if you use waypoint,you can't get 3 stars in campaign maps.

Re: stupid waypoint
Posted: Sat Mar 18, 2017 10:15 am
by Detros
tamtam12345 wrote:I think if you use waypoint,you can't get 3 stars in campaign maps.

Use it as a "hard mode".
For some of those battles the limit for 3 stars is so high "use only waypoints" may seem as the intended way of moving your units

Re: stupid waypoint
Posted: Sun Apr 16, 2017 2:56 pm
by Hornythopt3r
This is a tricky one, cos I would like that buildings and wagons would be prohibited end points for units moving with waypoints but on the other hand sometimes those particular endpoints could be bottlenecks...
Re: stupid waypoint - Filling TCs - IMPLEMENTED
Posted: Fri Jun 16, 2017 6:34 am
by Stratego (dev)
implemented: AI and Waypoint will not fill TC-s
up on server.
please make throughout tests because it was core logic.