(Naval) AI - Pathfinding question

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Discussion about the game and its default mods.
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Ronald
Posts: 166
Joined: Fri Aug 30, 2019 9:05 pm

(Naval) AI - Pathfinding question

Post by Ronald »

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Last edited by Ronald on Mon Oct 11, 2021 7:56 pm, edited 6 times in total.

Ronald
Posts: 166
Joined: Fri Aug 30, 2019 9:05 pm

Re: (Naval) AI - Pathfinding question

Post by Ronald »

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Last edited by Ronald on Mon Oct 11, 2021 7:26 pm, edited 1 time in total.

Ronald
Posts: 166
Joined: Fri Aug 30, 2019 9:05 pm

Re: (Naval) AI - Pathfinding question

Post by Ronald »

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Last edited by Ronald on Mon Oct 11, 2021 7:26 pm, edited 1 time in total.

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

Re: (Naval) AI - Pathfinding question

Post by Matt »

It is hard to tell without watching the replay. Not a mapper problem. The behavior is definitely a bug, but not a simple one to fix. My idea is that those sub-marines are multiple squads. The first 2 are blocking the exit. If squad 3 tries to escape it is stuck. They might not have a target. Sub-marines can't attack land based structures so it may just be a useless armada that is produced mindlessly.

Ronald
Posts: 166
Joined: Fri Aug 30, 2019 9:05 pm

Re: (Naval) AI - Pathfinding question

Post by Ronald »

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Last edited by Ronald on Mon Oct 11, 2021 7:25 pm, edited 1 time in total.

SunTzu
Posts: 1
Joined: Thu Aug 20, 2020 7:06 pm

Re: (Naval) AI - Pathfinding question

Post by SunTzu »

'' How does an AI-Bot seek and/or find it target(s)?''

As far as I know the AI ''cheats'' and has complete mapvision.
I believe the attack priority for superweapons is ''Conyard, Warfactory, Radar.....''

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