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Summary | 0000327: Minor difference(s) in path calculation (last move rule + penalty from slow creatures) | ||
Revision | 2010-01-12 09:28 by Zamolxis | ||
Description | There seems to be a minor difference in path calculations between H3 & VCMI. If you load the attached map, have Ivor visit the Observatory, then set path South-West as in the screeshots, you'll see that in H3 he will be able to go 1 tile further on the cobblestone road at the end of his path. | ||
Revision | 2010-01-12 10:33 by Zamolxis | ||
Description | There seems to be a minor difference in path calculations between H3 & VCMI. If you load the attached map, have Ivor visit the Redwood Observatory, then set path South-West as in the screeshots, you'll see that in H3 he will be able to go 1 tile further on the cobblestone road at the end of his path. To be investigated if this is due to the visit to the Redwood Observatory, or due to rounding of terrain penalty. |
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Revision | 2010-01-12 09:28 by Zamolxis | ||
Additional Information | |||
Revision | 2010-01-12 10:33 by Zamolxis | ||
Additional Information | IMPORTANT - see notes 579 & 580 from Phomm below - possible cause of the "bug" identified (plus separate bug spotted): 1. H3 seems to remove the diagonal penalty if the hero doesn't have enough MP to make the last move. If pathfinder sees that hero does not have enough MP for the last diagonal move (e.g.: 202 i/o 141*1.5=212 necessary) then it removes the diagonal penalty (but not the terrain one), so the formula becomes 100*1.5=150, which explains the 52 MP left for our hero when arriving on the road. 2. Another issue is that all heroes with units speed 3 as in the posted map (Ivor has dwarves - speed 3) have only 1480 MP but should have 1500. And in that tile where he should have 202, he actualy has 182. This is the reason of the difference between the movement bar in VCMI (1 pixel) and H3 (2 pixels) in that position, as I reported in note 534 (and it may actually be the bug mentioned by Tow in his final comment to note 533). To easily test this, just move Ivor on the vertical: in H3 he will move 10 tiles, while in VCMI he can only move 9 tiles. (3) There could be a 3rd issue related (see my note 558 below), which is causing heroes to lose up to 3 tiles on a diagonal move containing different roads. But I'll have to check that after the above two are fixed, to see if we're dealing with a separate issue, or just a combination of the two above. |
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Revision | 2010-05-30 14:50 by Zamolxis | ||
Additional Information | IMPORTANT - see notes 579 & 580 from Phomm below - possible cause of the "bug" identified (plus separate bug spotted): 1. H3 seems to remove the diagonal penalty if the hero doesn't have enough MP to make the last move. If pathfinder sees that hero does not have enough MP for the last diagonal move (e.g.: 202 i/o 141*1.5=212 necessary) then it removes the diagonal penalty (but not the terrain one), so the formula becomes 100*1.5=150, which explains the 52 MP left for our hero when arriving on the road. 2. Another issue is that all heroes with units speed 3 as in the posted map (Ivor has dwarves - speed 3) have only 1480 MP but should have 1500. And in that tile where he should have 202, he actualy has 182. This is the reason of the difference between the movement bar in VCMI (1 pixel) and H3 (2 pixels) in that position, as I reported in note 534 (and it may actually be the bug mentioned by Tow in his final comment to note 533). To easily test this, just move Ivor on the vertical: in H3 he will move 10 tiles, while in VCMI he can only move 9 tiles. (3) There could be a 3rd issue related (see my note 558 below), which is causing heroes to lose up to 3 tiles on a diagonal move containing different roads. But I'll have to check that after the above two are fixed, to see if we're dealing with a separate issue, or just a combination of the two above. |
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