Pathfinding improvements
ANNOUNCE NEWS #2207
Date: 12/27/2012 at 12:47
From: Garryn
To : Everyone
Subj: Pathfinding improvements
I've added a couple of improvements to the built-in pathfinding feature:
- PATH FIND no longer requires or costs balance. Instead, there is a 3-second cooldown before you can seek a new path (this is because pathfinding is computationally intensive and using it too often could cause lag)
- PATH FIND now ignores areas belonging to organisations that you are enemied to, or unwelcome in
- As this has some side-effects (most notably path find not working at all while you are in a hostile city), you can use PATH SHORTEST <target> instead to bypass the enemy checks
- You can now path find to areas - PATH FIND <area>. The area name from MAP LIST or SURVEY should usually work
Garryn
Penned by my hand on the 11th of Tenebrae, in the year 7 AM.
Date: 12/27/2012 at 12:47
From: Garryn
To : Everyone
Subj: Pathfinding improvements
I've added a couple of improvements to the built-in pathfinding feature:
- PATH FIND no longer requires or costs balance. Instead, there is a 3-second cooldown before you can seek a new path (this is because pathfinding is computationally intensive and using it too often could cause lag)
- PATH FIND now ignores areas belonging to organisations that you are enemied to, or unwelcome in
- As this has some side-effects (most notably path find not working at all while you are in a hostile city), you can use PATH SHORTEST <target> instead to bypass the enemy checks
- You can now path find to areas - PATH FIND <area>. The area name from MAP LIST or SURVEY should usually work
Garryn
Penned by my hand on the 11th of Tenebrae, in the year 7 AM.
