Dimencia’s Pathfinding Fix

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Author: D.Mentia

Last revision: 3 Mar, 2025 at 02:45 UTC

File size: 126.54 KB

On Steam Workshop

Description:

Tries to…

  • Reduce backtracking
  • Avoid jumping into pools of water or acid
  • Avoid getting stuck and going Aimless
  • Avoid splitting up the party when moving them together
  • Stick to roads slightly more

Tweaked to work best with fast units, such as people with scout legs. I haven’t tested it thoroughly with slower units yet, but it may still help in at least some of those respects

If this doesn’t work well for you, you can always try SCAR’s Pathfinding Fix

Also, huge thanks to SCAR for providing that mod, which taught me what we can tweak about the pathfinding

IMPORTANT
After installing the mod, you need to press Ctrl+Shift+F11 to reload the pathfinding

If you don’t do this, it won’t help
It also might be a good idea to Shift+F12 and Fix Stuff (do not click ‘Save Mod’, though)

Why:

SCAR’s pathfinding fix is extremely refined and well tested, but for some reason, when I use it or the vanilla pathfinding, my party still tends to get stuck and go Aimless, or backtrack constantly, or dive into pools of acid. This is especially an issue when I have scout legs on people

Using SCAR’s mod as a baseline, I’ve tweaked some variables that, from my testing, seem to improve these issues for me

What:
Variable
Default
Modified
Effect
Pathfind Acceleration
20
30
Less backtracking
Footprint Radius
4
2.5
Get stuck less, by being able to go through smaller paths
Water Avoidance
4
30
Avoid water/acid
Higher Acceleration seems to need higher water avoidance
Road Preference
0.3
0.36
Stick to roads when they go the right direction
Carefully tuned to avoid sticking to roads when they don’t

As for splitting the party, that only occurs because many races (like Garru) have their own unique pathfinding values. All of these same values have been applied to all relevant races, so the party should no longer split

When:

Applies to all races that don’t specifically have a preference for going into water (except it does apply to Crabs, because they’re commonly used) – so mostly, everything except Raptors, Fishmen, Turtles, and Leviathans

Does not apply to any modded races. If you want make it work for a mod you’ve created that adds new races, just set them with the pathfinding values listed below – or contact me and I can make a patch, so you don’t have to worry about what happens if I adjust these values

Extra notes:
  • Don’t forget to Ctrl+Shift+F11
  • Bonus/Side Effect: All animals affected by the mod should now be able to enter buildings
  • The defaults provided above are defaults for a Scorchlander
  • Import is not required