View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0004900 | Valley 1 | Bug - Other | Oct 17, 2011 5:13 pm | Jan 27, 2012 1:37 pm | |
Reporter | Dizzard | Assigned To | keith.lamothe | ||
Status | closed | Resolution | open | ||
Product Version | 0.525 | ||||
Summary | 0004900: Rhino mob appearing in the sea | ||||
Description | I could have sworn this was mentioned before and that it was said that it had been fixed. However in my game there's a rhino mob next to one of my settlements on a sea tile. I wouldn't really mind so much if I had a good way of jumping into the sea and giving them the one two...except I don't. :( | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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Keith, when you have a chance, wandering monsters really shouldn't go into the sea... ;) |
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I've just been dodging any kind of world map pathfinding for the monsters ;) |
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Sure, generally makes sense, but in some fashion they should either move randomly or laterally or something when at a body of water. They could always just edge-follow the water until they have a clear path to their target if their path is blocked by water. That won't always work, such as when the world map ends blocked by water, but then they could reverse edge-following direction and see if THAT direction works. And generally just keep going back and forth until they are able to reach the player (since it might literally be impassible). That would be way simpler than true pathfinding, and in some respects more interesting, too. |
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Would mess with the number of roaming monster groups you get though, if all groups are on some long voyage around a water body then you can take a lot of turns before you have to do some cleaning up. As an alternative perhaps just don't allow ocean tiles right next to a settlement, that way the monsters move through at least one tile on which they can be fought. |
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It's possible that also some simple collision logic needs to be done when they are being seeded -- so that when they take a straight line to your settlement, if they cross any water, then that tile isn't considered an ok place for them to seed, etc. |
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I think what I'll do is have them pick a spawning point where the path to the settlement can't involve ocean hostile tiles (ocean, lava, deep). More nuance later when the player can realistically fight in those. |
Date Modified | Username | Field | Change |
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Oct 17, 2011 5:13 pm | Dizzard | New Issue | |
Oct 17, 2011 5:13 pm | Dizzard | File Added: RhinoInTheSea.png | |
Oct 17, 2011 6:14 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 17, 2011 6:14 pm | Chris_McElligottPark | Status | new => assigned |
Oct 17, 2011 6:14 pm | Chris_McElligottPark | Assigned To | Chris_McElligottPark => keith.lamothe |
Oct 17, 2011 6:15 pm | Chris_McElligottPark | Note Added: 0016719 | |
Oct 17, 2011 6:17 pm | keith.lamothe | Note Added: 0016720 | |
Oct 17, 2011 6:20 pm | Chris_McElligottPark | Note Added: 0016721 | |
Oct 18, 2011 3:36 pm | KDR_11k | Note Added: 0016743 | |
Oct 18, 2011 3:37 pm | KDR_11k | Note Edited: 0016743 | |
Oct 18, 2011 3:37 pm | Chris_McElligottPark | Note Added: 0016744 | |
Oct 18, 2011 3:38 pm | keith.lamothe | Note Added: 0016745 | |
Jan 27, 2012 1:37 pm | tigersfan | Internal Weight | => New |
Jan 27, 2012 1:37 pm | tigersfan | Status | assigned => closed |