Pathing problem- not using optimum path

pontias

Warlord
Joined
Jun 2, 2011
Messages
132
Hi

G&K Version: 1.0.2.13

Looks like the pathing is incorrect here. Try and move the warrior to the sugar to the south west. I would expect it to get there in 1 turn using the plains next to the barbarians. As you can see it prefers the hill route which takes 2 turns.
Of course, you can move it 1 tile at a time and it will get there in 1 turn.

Hope you can see the image ok.

Cheers


A1E040622FF831CA69E6183042D074B362324393
 

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I'm having the same problem, it seems to have to do with the zone of control of enemies.

In the above example it would not even work if I moved one hex at a time, moving to the hex so I'm next to the barb, then moving to where the 2 is on the screenshot would put me on the hill where the 1 is on the screenshot, and have the movement to where the 2 is queued up for next turns movement.
 
Here's another example, if you're interested. I want to move my gatling west of rostov one hex southeast into the tile with the pillaged deer camp, but even at one hex distance it forces me to take the road. I can't control my unit the way I would like.

Not the first occurrence this game. Previous situations I thought it was just "me going too fast", but I caught this one for a save and bug submission.

edit: also, AI pisses about running around, ending turn next to citadels stupidly, like they're suiciding.

and the AI constantly throws away its great generals, unprotected, either at the front of a battle or last to withdraw.
 

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I'm having this problem too. Sorry I don't have a save game but I drew a beautiful rendition of the pathing problem that I have been having:

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When a unit has one or less movement points, it still insists on going onto the flatland road tile first, ending its turn there. With more than 1 movement point remaining, that would be the optimum path, but not with 1 or less movement points
 
We believe we now have this nailed down. We'll keep you updated as we test.
 
I've been noticing that in some situations the way point calculation is flawed. It always happens around rivers.

In the 2 screenshots i added you can clearly see this. The river flows horizontally and i want to move the worker 1W, 1SW across the river, and it tell me i need 2 movement points because he first wants to cross the river. Movign the worker 2W it not an issue.

Any ideas if this is a bug or a "feature" ? :))
 

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Here are some screencaps of my missionary who seems to have problems with roads or forests, Im not sure which. This also applies to my workers in very similar situations in my own borders. They wont directly cross into forests/lumber mills when they have 1 movement left.

this is without forest but road--there are no 'invisible units':
the first pic is just the setup. the other two show the inability to go into the tiles in 1 move.
MoveGlitch1.jpgMoveGlitch2.jpgMoveGlitch3.jpg

this one has forests and roads and a river and no 'invisible units':
first pic is the setup. 2nd pic shows the conflict.
Movementglitch1.jpgMovementglitch2.jpg

This happens in every game and I dont think it's from the patch. I remember this happening pre-patch.

This also happens when disembarking from water to a tile right next to a city. It will send me 1 tile away before taking the coast. That makes me think there is an extra movement point Im missing and might not be related to this. If there is only one more move left and it involves crossing rivers, going into forests or going from water to land i can't do it.
 
yeah, okay. I dont come to the bug forums that often so I didnt know this was already addressed. Thanks and glad to know its known and being addressed.

here is an autosave from when he was moving.

Edit: Couldnt upload it because it exceeded the 2MB limit. it was 2.53MB, from a huge/epic settings game.
 
I have same movement problems in two post patch games. I never experienced them b4 and they involve rivers or any situation which expends movement points. I had a number gGs crippled like that where they would not cross rivers where I wanted them.

I also had problems like Pontias where units misbehaved around enemy ZoC and would not do a move even if it was allowed.
 
So far for me these problems are occurring when river tiles are involved.

I agree, it is definately rivers, if it had allways been the case that we had to manualy singularly move a double movement near rivers then it wouldn't be a problem but we are playing instinctively and mistakes are happening on a regular basis.
 
I agree, it is definately rivers, if it had allways been the case that we had to manualy singularly move a double movement near rivers then it wouldn't be a problem but we are playing instinctively and mistakes are happening on a regular basis.

check out my screenshots. mine arent just rivers. forests/lumber mills create an issue for me too. and my first series of shots seems to only be an issue with roads.
 
check out my screenshots. mine arent just rivers. forests/lumber mills create an issue for me too. and my first series of shots seems to only be an issue with roads.

Sorry, I should have looked at your screenshots before posting, the issue is far more serious than some of us first thought. I was in the middle of a large time consuming game when the patch first came out, I packed that game in and sent an attachment concerning another issue. I havn't played a full scale game in the last two weeks and havn't even seen a road let alone a lumbermill.
 
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