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Hills and forests etc incur a movement penalty/cost of 2, thus movement calculations will route around these tiles if there's a lower cost route. CS territory does not appear to be considered when routing a path, so CS territory is disrespected, which becomes a relations issue for non-friendly CS's when ending movement in their territory.
Related Issue Links
No response
Desired Solution
A couple suggestions for when a path to the destination is found to cross through unfriendly CS territory:
Treat non-friendly CS borders like rivers or embarking, incurring some negligible cost deterring pathfinding through
Same, but applied to CS owned tiles
Any added cost shouldn't affect movement reachability, so maybe +0.01 per CS tile. If this concurs.
Alternative Approaches
Same as above broken down into 3 UI selectable options:
deter - lowest cost
prevent - medium cost
avoid - pathfinding only considers CS territory if the destination tile is owned by the CS
Additional Context
I wonder if such checks could be made possible with performance in mind. But would there be a performance hit if those tiles were internally layered into the same movement cost consideration as any other terrain/feature (avoiding a per-tile ownership {invoking hash map madness!} check).
The text was updated successfully, but these errors were encountered:
If your point is to improve the pathfinding, the title is misleading
A quick win is avoiding similar paths, which we can do by ordering the tiles we check
But even this is not a guarantee because the algorithm stops checking after it finds one optimal path, even if there could be another optimal path that also doesn't go through CS territory - it just makes it more likely
yairm210
changed the title
Feature request: Add movement cost to CS territory
Feature request: Avoid unfriendly CS territory in pathfinding
Dec 29, 2024
Before creating
Problem Description
Hills and forests etc incur a movement penalty/cost of 2, thus movement calculations will route around these tiles if there's a lower cost route. CS territory does not appear to be considered when routing a path, so CS territory is disrespected, which becomes a relations issue for non-friendly CS's when ending movement in their territory.
Related Issue Links
No response
Desired Solution
A couple suggestions for when a path to the destination is found to cross through unfriendly CS territory:
Any added cost shouldn't affect movement reachability, so maybe +0.01 per CS tile. If this concurs.
Alternative Approaches
Same as above broken down into 3 UI selectable options:
Additional Context
I wonder if such checks could be made possible with performance in mind. But would there be a performance hit if those tiles were internally layered into the same movement cost consideration as any other terrain/feature (avoiding a per-tile ownership {invoking hash map madness!} check).
The text was updated successfully, but these errors were encountered: