Path Finding bugs

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trebor
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Re: Path Finding bugs

#16 Post by trebor » Aug 03 2011

Seems to work ok for me, when I use the sea transport command the land units go to the nearest port/pier and load onto merchant marine, then move to the destination.

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stuguy909
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v7.1.1 You tell me...

#17 Post by stuguy909 » Aug 03 2011

how did this happen?!

I just finished taking Iceland to prepare for my invasion of Canada when I noticed this off the coast of the UK:
Image

save: http://www.mediafire.com/?y67dhpm9iy6hpoc

:edit: ok, i kept playing and on Feb 4 1955, I looked back and there was one more tank out in the water...

:edit2: more tanks drove out into the water even after that. I never saw them do it, but they just kept going out there and getting stuck.
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Gracuul
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Re: Path Finding bugs Version 7.1.1

#18 Post by Gracuul » Aug 04 2011

No savefile, but my pathing issue is simple, Playing egypt or similar scenario and attacking a county such as libya. Units will move into the desert to attack key cities, ignoring key supply cities and running out of fuel not even halfway there. Units also march headlong in a line formation straight into the desert for land capping, again ignoring fuel and supply. Either have to send in 2 supply trucks manually or slowly build a road/rail through the desert.
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stuguy909
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7.1.1 Sandbox

#19 Post by stuguy909 » Aug 05 2011

I am playing the Sandbox as South Africa with a no units start and am at war with Tanzania. I have taken all of the colony except this one last remote island:

Image

As my photo suggests, my multirole fighter bombers will not attack the ground units on that island for some reason, they were doing so about 10 minutes prior to me getting even more fighter bombers built. I also have 4 Des Moines Cruisers that once attacked the island and killed off a bunch of units, but have since then stopped engaging ground units. That was probably 30 minutes ago, as I pulled them back for repairs. I also tried to get my own ARTY to bombard the island, but they just sat there and did nothing. I don't have zero amphibious units, so I must engage indirectly, but the game will not let me.

Save: http://www.mediafire.com/?scrd8e8jpaanoc8
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Ninehundred
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Re: Path Finding bugs

#20 Post by Ninehundred » Aug 10 2011

Seems bugged.

Also to help you, i think, try to destroy them with a strategic bomber, like the B-52 and the option "bombard hex". When you choose this, the bomber attack all the ground forces on the hex, whatever the units or the buildings are there and even if has nothing on the hex.

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stuguy909
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Re: Path Finding bugs

#21 Post by stuguy909 » Aug 11 2011

Ninehundred wrote:Seems bugged.

Also to help you, i think, try to destroy them with a strategic bomber, like the B-52 and the option "bombard hex". When you choose this, the bomber attack all the ground forces on the hex, whatever the units or the buildings are there and even if has nothing on the hex.
If you look again, I wasn't exactly on good terms with Uncle Sam to be able to purchase the B-52. I don't always like buying licenses for crap I am not supposed to have. I solved this riddle by para dropping some mountain infantry in there, it took time, but it got done.

The original problem stands, indirect fire was not working, even tactical bombers.
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stuguy909
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Proxy wars and Air Power v7.1.1

#22 Post by stuguy909 » Aug 11 2011

USA Campaign V7.1.1

Airplanes function rather particular when it comes to attacking units, facilities, or hexes in a tight space that is near an area where non proxy war entry is possible, such as ocean neutral tiles or neighboring countries. In this photo, you will see some of my tactical bombers in which do not want to take off from this airfield to bomb the nearby target.

If I send the airplanes inland, and then target the facility in question, the bombers will drop one bomb each and immediately return to base. They each have full fuel and supply loads and should in fact, orbit the target and blast it away.

In this photo, I have units taking off from Wonsan and flying to Hungnam to kill the last soldier there, and any targets around that hex. However, the units immediately RTB:
Image

Check it out for yourself:
http://www.mediafire.com/?t402lxfd18hwrbe

:edit:
after much testing, it seems that my planes do not like entering proxy war (north korean) air space.

:edit2:
Russia later declared war on South Korea, and China chimed in as well after South Korea randomly decided to war against Mongolia. I again tried to fly planes into China from South Korea, however, the planes refused to enter Chinese airspace, but did in fact, not RTB. However, my planes had no problem flying into the Russian Air space.
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Re: Proxy wars and Air Power v7.1.1

#23 Post by Fistalis » Aug 23 2011

stuguy909 wrote:
:edit:
after much testing, it seems that my planes do not like entering proxy war (north korean) air space.
Which is funny because they(the U.S. and russia) have no issues sending planes to fly through other peoples borders when they aren't in a proxy war situation. Leading to losses in relations and U.N standings due to violating other countries airspace. Shouldn't they path around countries they don't have transit treaties with, and be willing to violate airspace in the instance of a proxy war. Currently it seems this is backward. They refuse to enter airspace if there's a proxy war and do it if there isn't.
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stuguy909
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Re: Path Finding bugs

#24 Post by stuguy909 » Aug 25 2011

man I hope BG follows this thread... I have more posts, but am saving for an update.
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Fistalis
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Re: Path Finding bugs

#25 Post by Fistalis » Aug 28 2011

Long range pathing issues when using sea transport/embark. Sometimes they don't go at all, other times they go to ports that aren't even near their target destinations. Like egypt (seems to be a favorite of the AI for random places to try to land). I haven't been able to track down the exact circumstances (outside of mods)this happens if/when I do i'll post a screenshot/save.
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mfisher12
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Re: Path Finding bugs

#26 Post by mfisher12 » Sep 04 2011

Fistalis wrote:Long range pathing issues when using sea transport/embark. Sometimes they don't go at all, other times they go to ports that aren't even near their target destinations. Like egypt (seems to be a favorite of the AI for random places to try to land). I haven't been able to track down the exact circumstances (outside of mods)this happens if/when I do i'll post a screenshot/save.
Seconded. As USA (ver. 7.1.1), I am able to send waves of sea transports to places like Northern France, Bremerhaven Germany, even Greece and Turkey without problem.

But since about 1950 in the game, after the end of the Korean War every single merchant ship I send from the US west coast to Korea or Japan will re-path itself directly to Taipei, Taiwan.

I've tried this from Seattle, San Francisco and Los Angeles and it's the same pathing problem. I thought it might have been the complex path through the Japanese Inland Sea but the Aegean Sea is every bit as complex a path going from New York through Gibraltar to the eastern Med and there's no confusion, there.

I am forced to follow the sea transports from the West Coast and manually redirect them to the appropriate port after they've left the coast. That seems to work.

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Re: Path Finding bugs

#27 Post by Probe » Dec 21 2011

I was under the impression that despite Merchant Marines being the workhorse of many transport armies, they could not unload at an enemy controlled dock..?

Lucrix
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Re: Path Finding bugs

#28 Post by Lucrix » Oct 01 2013

Hello,

I hope that somebody from stuff read our bugs and fix them.
I've discovered a bug on an island between Greece and Turkey.
I have version 7.2.2 STEAM. After I saw the bug I've update my version at 7.3.7 as sruser wrote here. After several weeks the ships aren't find their way to home.
Please view the pictures and read the comments from there.

When I've took the screenshot, the game was saved. You can download the file from http://we.tl/HIdfV6iPuN

Thanks!
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Balthagor
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Re: Path Finding bugs

#29 Post by Balthagor » Oct 01 2013

As has been explained, update 3 didn't instantly fix bad paths, it taught the AI not to make bad paths. If you take a save game from 7.2.2 into 7.3.7 you will continue to see some of these issues.
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Lucrix
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Re: Path Finding bugs

#30 Post by Lucrix » Oct 01 2013

You're right. It seems that ships start finding their way. Sorry for the false report.

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