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IDProjectCategoryLast Update
0004900Valley 1Bug - OtherJan 27, 2012 1:37 pm
ReporterDizzard Assigned Tokeith.lamothe  
Severitymajor 
Status closedResolutionopen 
Product Version0.525 
Summary0004900: Rhino mob appearing in the sea
DescriptionI 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. :(

TagsNo tags attached.
Internal WeightNew

Activities

Chris_McElligottPark

Oct 17, 2011 6:15 pm

administrator   ~0016719

Keith, when you have a chance, wandering monsters really shouldn't go into the sea... ;)

keith.lamothe

Oct 17, 2011 6:17 pm

administrator   ~0016720

I've just been dodging any kind of world map pathfinding for the monsters ;)

Chris_McElligottPark

Oct 17, 2011 6:20 pm

administrator   ~0016721

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.

KDR_11k

Oct 18, 2011 3:36 pm

reporter   ~0016743

Last edited: Oct 18, 2011 3:37 pm

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.

Chris_McElligottPark

Oct 18, 2011 3:37 pm

administrator   ~0016744

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.

keith.lamothe

Oct 18, 2011 3:38 pm

administrator   ~0016745

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.

Issue History

Date Modified Username Field Change
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