Pathing in the new patch

Atlas627

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Aug 25, 2011
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It seems that pathing has been screwed up by the new patch. It was always unreliable before, so I moved my units one hex at a time. Now I'm not even allowed to do that!

If a unit is going to end turn by moving through zone of control, I am not allowed to do so. Instead it will try to back out and go back in. This is fine when I intend to avoid the zone of control, but when my unit would have ended turn anyway (out of movement), it moves out of the zone of control and gets stuck.

Anybody else having this problem?
 
Had your unit just traveled on a road? Maybe when a unit shows 0/2 movement from road travel it can't move in zone of control. Just a guess.
 
Had your unit just traveled on a road? Maybe when a unit shows 0/2 movement from road travel it can't move in zone of control. Just a guess.

Nope, and that's never been a problem before either. My unit had a full movement point.
 
Then I have no clue.
 
It seems that pathing has been screwed up by the new patch. It was always unreliable before, so I moved my units one hex at a time. Now I'm not even allowed to do that!

If a unit is going to end turn by moving through zone of control, I am not allowed to do so. Instead it will try to back out and go back in. This is fine when I intend to avoid the zone of control, but when my unit would have ended turn anyway (out of movement), it moves out of the zone of control and gets stuck.

Anybody else having this problem?

Don't think this is new, I'm fairly sure it often did that sort of thing before around ZOC...
 
Yes, i saw this bug also last night....
 
It seems that pathing has been screwed up by the new patch. It was always unreliable before, so I moved my units one hex at a time. Now I'm not even allowed to do that!

If a unit is going to end turn by moving through zone of control, I am not allowed to do so. Instead it will try to back out and go back in. This is fine when I intend to avoid the zone of control, but when my unit would have ended turn anyway (out of movement), it moves out of the zone of control and gets stuck.

Anybody else having this problem?

Could you post a save of this occurring? Thanks much.
 
I dont have a save, but I can confirm this problem.

It is especially bad for mounted units. Since pillaging heal units, I am now using mounted units to soften up a city, pillage to get some HP back them move to the side so the next melee unit can set up in front of the city. Now, with even one Movement point, a unit will try to move away, even tough it mean it wont get to the intended target.
 
I haven't noticed the type of pathing issue GamerKG mentioned, but civilian auto-pathing is bugged for me: I had a newly-built settler set to cross the continent and a worker one tile out from the city it was built in. The settler stopped behind the worker, using only one of it's movement points as it should, but on the following turn the settler moved one tile to the right, appearing to try to circle the worker, rather than pathing through the worker (which is a valid move and one which I could do manually) and again, only using one movement point.

(Hope this was clear :p)
 
I don't have a save either, I don't have anywhere I could upload one.

Just play a duel hotseat game on Oval, find each other with that warrior and test it out. Move one warrior adjacent to the other with the first movement point, and see if it will let you circle in the zone of control with the second.

Edit: I'm pretty sure THIS is new. If you had enough movement points to reenter the zone of control it would back you out then put you back in, but now it tries to do it when I only have enough movement to back out. And this is when I am telling it to move exactly one tile at a time. Before, to get it to try and back out and in, you had to try to move 2 tiles through zone of control, and if you had enough movement it would try to skip the first tile of control by backing out.

The problem is that I am not even allowed to move into spaces highlighted blue when I move tile-by-tile, because my last movement point always forces me to flee the enemy.
 
I have a question about worker road building - I set a worker to build a road from city 1 to city 2 (approx. 10 tiles away) using the end-point selector. I then built city 3 off to the side of the two cities about to be connected by said road

The worker actually detoured from the logical path between cities 1 & 2, built a road to city 3 THEN connected city 2 with a road from 3 --> 2. Will this always happen? Should I rather build roads 1 tile at a time?

Please see screenshot

Not trying to hijack the thread, but I think the decision-making process has the same effect in both of our problems
 
I'm not sure if this is similar to what the OP is saying, but what's really annoying me is the 'ending turns as Carthage on mountains' - If I want to end my turn on a mountain, it should let me. It's the same with trying to disembark with more than 5 MP, it makes me go along the coast or back out to sea before heading back in to disembark.
 
I have also had the following problem, illustrated by the attached figure. I wanted to move a military unit two hexes, across flat terrain, onto a hill (following the dashed arrow). Instead, it chose to move onto the road (in brown) hex next to the hill, following the red path. I will see if I can find a save to reproduce it....

hexes.png
 
I have also had the following problem, illustrated by the attached figure. I wanted to move a military unit two hexes, across flat terrain, onto a hill (following the dashed arrow). Instead, it chose to move onto the road (in brown) hex next to the hill, following the red path. I will see if I can find a save to reproduce it....

I managed to reproduce the phenomenon and get a save-game file.

Civ5Screen0023.jpg

View attachment Boudicca_0122 AD-0175.Civ5Save
 
I can also confirm that pathfinding acts somewhat goofier than before since the patch.
 
It's definitely broken.

I'm playing the GOTM47 and it's extremely frustrating.
Workers, great people, units, etc. are all having weird issues when i try to move them sometimes.

Even if i try to move one tile at a time sometimes it's not letting me move in the same manner i could prior to this patch. :confused:
 
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