Another Unusable Road (in Siam)

Here's one: The road between the provinces of Sukhothai and Kiang Mai is unusable; if I want to move the armoured car there, I have to go through Moulmein.

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β€œA battle fought without determination is a battle lost.” - Josip Broz Tito

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Thank you for posting these!

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Try going to the border first.

You have to click right on the border, where the provinces meet.

From there, you can add to your route to keep going North.

This usually works.

Why does it work?

These roads are usually passable, but the routing algorithm is faulty.

It's not considering certain paths.

Going part way simplifies the problem.

Even the simplest algorithm can find a way from the border to the province center.

z00mz00m wrote:

Try going to the border first.

You have to click right on the border, where the provinces meet.

From there, you can add to your route to keep going North.

This usually works.

Why does it work?

These roads are usually passable, but the routing algorithm is faulty.

It's not considering certain paths.

Going part way simplifies the problem.

Even the simplest algorithm can find a way from the border to the province center.

Thank you. I will try that now.
β€œA battle fought without determination is a battle lost.” - Josip Broz Tito

It works. Thanks!

β€œA battle fought without determination is a battle lost.” - Josip Broz Tito

z00mz00m wrote:

You have to click right on the border, where the provinces meet.
I'm not sure what you mean. Right mouse click doesn't do anything. Do you just mean march to the border then add a path over the border?

add target feature

The President

Yes. Most routing issues can be fixed with manual routing. You can control the route one segment at a time.

From the province center to the border. From the border to the next center. Repeat.

I guess they (player) want that line, huge one.

The President

Claudio NVKP wrote:

I guess they want that line, huge one.

Who wants what line?

It's a hard problem, considering how often route computations happen for all the units on all the CoW maps that are running at the same time.

https://en.wikipedia.org/wiki/Travelling_salesman_problem

z00mz00m wrote:

Claudio NVKP wrote:

I guess they (player) want that line, huge one.
Who wants what line?

It's a hard problem, considering how often route computations happen for all the units on all the CoW maps that are running at the same time.

https://en.wikipedia.org/wiki/Travelling_salesman_problem

not that line, that long line that runs in the middle of something in the map. By wamt, i mean mean. By they, i mean the people who made this thread.
The President

z00mz00m wrote:

Claudio NVKP wrote:

I guess they want that line, huge one.
Who wants what line?

It's a hard problem, considering how often route computations happen for all the units on all the CoW maps that are running at the same time.

https://en.wikipedia.org/wiki/Travelling_salesman_problem

First, routes are calculated client side so that's no load for the server.

Second, the TSP is quite different in that it is supposed to visit ALL places, and not just find the shortest route between two places. For simple fastest-routing problems, the solutions are magnitudes of easier than the TSP.

Good points.

If routing is done on the client, and battles are done on the server (as they would have to be, to prevent hacking) then I can see how we might get bugs like units moving into range, firing, but not really being in range, etc.

Fixed. Thanks for the help guys.

β€œA battle fought without determination is a battle lost.” - Josip Broz Tito

z00mz00m wrote:

Good points.

If routing is done on the client, and battles are done on the server (as they would have to be, to prevent hacking) then I can see how we might get bugs like units moving into range, firing, but not really being in range, etc.

Actually it must be programmed pretty well, or there would be MUCH more discrepancies between those.

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