Pathfinding issues

Discussion about the game and its default mods.
Post Reply
AgentAAA
Posts: 27
Joined: Thu Oct 17, 2013 6:56 am

Pathfinding issues

Post by AgentAAA »

While doing a normal match on CNC, I ended up attempting to harass an opponent's tiberium refinery with some rocket infantry. Seeing a nearby guard tower, I attempted to send them through the tiberium and just take a couple points of damage for them rather than watch them get diced. Knowing the AI will flat-out avoid Tiberium, I tried to send them in y clicking on the tiberium patch directly, only for my rocket's to still avoid the stuff like the plague and try to go around it.
This seems like something that might need a patch - I'd like to be able to decide where my soldiers go.

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

It's not a bug, it's a feature. Seems to be a thin border where more unit AI is wanted or annoying.

AgentAAA
Posts: 27
Joined: Thu Oct 17, 2013 6:56 am

Post by AgentAAA »

when it stops me from being able to make a direct order - it's a bit of an issue. The annoying inability for the AI to wait to use a bridge, or fight me if I decide to make it stop chasing the artillery into a trap, or simply think I'm asking it to go half the distance I actually am - that's something I can deal with because it's annoying but I can do something about it. I'm very bothered by the fact I plain can't order some of my men to do something.

Post Reply