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Offtopic / Re: Favorite music and other interesting things.
« on: May 09, 2024, 11:21:19 am »
Congratulations to everyone on Victory Day in the Great War! We defeated Nazism together, and only together can we resist it again.
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I did not change anything in the pathfinding.
The unit found the shortest path before and will find the shortest path also today and in the future.
Since when does the original balance of a game have to be adjusted by mods to be like original game?
So the pathfinding should be tested on a map with a "pure" floor made of one single MCD (floor-type tiles can have different costs too).
But if the behavior in OXCE 7.12 is the same as in the older OXCE versions and in OXC, then it will not be changed (and it will also not be configurable).
(If there is a bug compared to earlier versions, it will of course be fixed.)
Long paths try find best move that have minimal cost to reach destination. As we see on screenshot there are objects (grass) on paths that
unit try move. If this grass affect move cost then pathfinding try avoid it as max as possible.
My only suggestion at this point is, in the cases where more than one path cost exactly the same TU / Energy, pick the path with the least number of diagonal moves.