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OXCE Bugs / Re: Zigzag?
« on: April 21, 2024, 06:53:23 pm »
In any case, must first see what happened in the end. The table is certainly good, but... Waiting for update.
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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.
It's not about what I want. but the fact is that the mod from 2008-2016 can do something that (OpenXcom + OXCE + OXCEB + all custom mods) in 2024 cannot.
UFO Exten does what OpenXdont
As far as I know, it was the turn-based mode which was added as an afterthought because the creators feared stranding too far from the previous instalments
It's fine to prefer turn-based games, but saying that real-time games are objectively worse is silly.
How about adding a real-time engine to OXCE?
XCOM 3 Apoc is very good in real time (anyone even played the slow turn-based mode?)
Diablo 1 was also planned to be turn-based. But they released realtime and it was better