Tyson_48 说:Is there any dev blog or similar to this?
Will finally a castle located on a choke point prevent enemies from marching through?
Wouldn't then plugging a gap with a fort prevent ANY party from moving through?AmateurHetman 说:Tyson_48 说:Is there any dev blog or similar to this?
Will finally a castle located on a choke point prevent enemies from marching through?
Possibly. We know settlements are physical objects and that parties must travel around them to reach the gates.
So if a castle is placed in a mountain pass like Nelag and Sungetche castle are in warband, then it may prevent enemies from using the mountain pass.
Rodrigo Ribaldo 说:Wouldn't then plugging a gap with a fort prevent ANY party from moving through?
Edit: having thought about is further, I think map designers should not block a pass completely with a fort, but allow small paths around it.
Then, if an enemy party tries to wiggle through, teeny tiny archers from the fort would rain down some arrows on them and cause casualties. This would happen at any town or fortress if an enemy gets too close.
The orthodox zone of control concept is too mechanic and doesn't model reality as well as small warriors pooping over your party on the world map.
Rodrigo Ribaldo 说:Then, if an enemy party tries to wiggle through, teeny tiny archers from the fort would rain down some arrows on them and cause casualties. This would happen at any town or fortress if an enemy gets too close.
That would be a welcome overreaction.NPC99 说:Rodrigo Ribaldo 说:Then, if an enemy party tries to wiggle through, teeny tiny archers from the fort would rain down some arrows on them and cause casualties. This would happen at any town or fortress if an enemy gets too close.
Why arrows? TW have already demonstrated their animations of siege engines on the world map. The defenders should be catapulting boulders or fire at any trespassers.
Yes, that seems likely, now that you said it. If they are not lazy about special pathfinding coding.AmateurHetman 说:Rodrigo Ribaldo 说:Wouldn't then plugging a gap with a fort prevent ANY party from moving through?
Edit: having thought about is further, I think map designers should not block a pass completely with a fort, but allow small paths around it.
Then, if an enemy party tries to wiggle through, teeny tiny archers from the fort would rain down some arrows on them and cause casualties. This would happen at any town or fortress if an enemy gets too close.
The orthodox zone of control concept is too mechanic and doesn't model reality as well as small warriors pooping over your party on the world map.
If the castle has gates on each side, friendly parties and caravans could pass through the settlement that way maybe.
Picture this: you're a single ale trader, travelling with your 6 mules and your 8 bodyguards on horseback. You reach a new town from a different faction to see how prices are there. For some reason the townsguard perceive you as an enemy intruder, they immediately load and fire up their mangonels, trebuchets and scorpions, they start throwing flaming rocks and darts at your party from 400m away. You and your bodyguards die after being hit by 45 flaming rocks, and one particular guard was impaled with his horse by a flaming giant arrow.Rodrigo Ribaldo 说:
Gotta maintain those hope™s high!Rodrigo Ribaldo 说:
NPC99 说:Designating areas of the campaign map with different terrain types allows us to do more than just match battle scenes to parts of the map, it also allows us to control AI behaviour (for example, limiting the areas where certain bandit parties can roam) and affect party modifiers (such as movement speed).
NPC99 说:While I’m hopeful that this will give modders greater influence on ai pathing
NPC99 说:I remain concerned about walled centres. Every video I’ve seen, shows a golden circle with a single access point, irrespective of the direction of travel. If towns/castles only have one gate they will never be choke points in mountain passes etc.
Using special terrain codes to cover the pass around the fort is the cheap way of controlling which parties may pass and is probably why Taleworlds would do it this way (if they do it at all). Handling passes in the pathfinding code is the correct solution, even if it's dirty in the sense of low-level code accessing high-level data.NPC99 说:Designating areas of the campaign map with different terrain types allows us to do more than just match battle scenes to parts of the map, it also allows us to control AI behaviour (for example, limiting the areas where certain bandit parties can roam) and affect party modifiers (such as movement speed).
https://steamcommunity.com/games/261550/announcements/detail/1681414081363392053
While I’m hopeful that this will give modders greater influence on ai pathing, I remain concerned about walled centres. Every video I’ve seen, shows a golden circle with a single access point, irrespective of the direction of travel. If towns/castles only have one gate they will never be choke points in mountain passes etc.
hruza 说:NPC99 说:Designating areas of the campaign map with different terrain types allows us to do more than just match battle scenes to parts of the map, it also allows us to control AI behaviour (for example, limiting the areas where certain bandit parties can roam) and affect party modifiers (such as movement speed).
I am afraid, there's little in that quote that clearly points at path finding. Bandit roaming can simply mean spawn points.
NPC99 说:While I’m hopeful that this will give modders greater influence on ai pathing
Adding modifiers to the pathfinding algorithm makes pathfinding calculation slower. Which is why developers avoid it. Unless devs will hard code it in to their algorithm, moding it in will either be impossible or will potentially create issues with frame rates.
NPC99 说:I remain concerned about walled centres. Every video I’ve seen, shows a golden circle with a single access point, irrespective of the direction of travel. If towns/castles only have one gate they will never be choke points in mountain passes etc.
Turning towns or castles in to choke-points would totally screw AI. It would require some sort of strategic AI of the sort that newer was in the MB game and likely newer will be because of the character of the game (where every agent on the map acts on his own). Therefore chance for such choke points appearing in the game is close to zero.
NPC99 说:Limiting the areas where certain parties can roam is quite specific. In Warband parties roam considerable distances from their spawn points - merely relocating spawn markers would not justify TW’s wording,
Designating areas of the campaign map with different terrain types allows us to do more than just match battle scenes to parts of the map, it also allows us to control AI behaviour (for example, limiting the areas where certain bandit parties can roam) and affect party modifiers (such as movement speed). We think that modders will find these terrain types to be quite useful as they can be used in a number of inventive ways.
NPC99 说:Warband’s campaign map ai pathing copes perfectly well with impassable terrain (rivers, mountains, seas). Flagging terrain as impassable or passable by party type shouldn’t be a problem as the pathing for each party will be calculated separately and in such calculations it will either be impassable or passable.
The only terrain types that strained Warband’s ai pathing were too many ford triangles or unelevated mountain triangles.