Outpost Universe Forums
Outpost Series Games => Outpost 2 Divided Destiny => Topic started by: Blodo on June 22, 2005, 06:04:17 PM
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Well any idea what does it do? Personally i didnt see any effect whatsoever, although Leviatan told me it has an effect on pathing. Anyone observed anything?
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Makes ur units more inteligent, gives em better pathfinding i beleive.
There are two types of pathfinding in op2, when you have a robo cc your units will use the 2nd type.
You may have noticed units tend to hug clifs instead of going in a straight line to somewhere you have sent them, they do this when there is no RCC.
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Gotta do some tests with this then. Innovative :P
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I've tested it with the trailmaps program OP2Patriot made (so many people were pissed at me fr using that, but all it did was show the path the vehicle would take, :heh: )
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Yeah, there is definately a change in the pathfinding algorithm. You also get a list of units when you have an RCC, and can jump to units I believe.
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Yup, they are right. If you need proof, read this (quoted from the outpost2.hlp):
The Robot Command Center supplements the main Command Center in coordinating vehicle operations, and offers a remote assist to a vehicle's brain power. Using a dedicated Savant-series computer and a powerful communications array that incorporates multiple layers of hardware encryption and anti-jamming circuitry, the Robot Command Center increases the piloting and navigation capability of all colony vehicles and Arachnid robots, increasing their efficiency and allowing them to operate with less human intervention. NOTE: The vehicle list, available from the Status display for the Robot Command Center, only shows those vehicles that are "in the field." Vehicles in storage at Garages are not listed here.
Operational Notes: The Robot Command Center improves route-selection intelligence of all vehicles.
OR,
The Robot Command Center
The Robot Command Center is one of the most important structures in your colony. Vehicles have a limited computing capacity and without a Robot Command Center Active they do not choose their routes as efficiently.
like Freeza-CII puts it: RCC Makes vehicles less drunk. ;)
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Maybe we should make an RCC DX that fires the guy that gave the vecs booze? :P
Seriously though, the vehicles are still pretty stupid even with the RCC. Anyway we could upgrade it to be even better?
Or maybe my vecs just hate me. :unsure:
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In comparison to how they 'act' without a RCC, I love the difference. It's annoying as hell when you play large maps, and go rusn your opponent, and it takes 4 minutes to drive a path that could take a minute or two w/ a RCC.
Christopher M.
Merchant Enterprises
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I suppose. Just they still play bumper cars a lot for me even with an RCC, usually adding on about 10 seconds each time they ram through another vec. It gets annoying. <_<
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Hmm, well I finally found a general area in the code where the path finding algorithm is located. I've kinda been curious about this one for a while. Is there anything in particular people might want to know about how it works? To be precise, I'm not quite sure exactly where the code is, but I've found where the code jumps based on whether or not an RCC is active. There's probably about 4 or 5 calls to look at, and at least 2 of them should be related to path finding. I'm just too tired to continue on at the moment. Oh, and this is of course called from a function I've previously determined to have something to do with unit movement.
As for that bumper car effect, I kinda doubt the algorithm takes other vehicles into consideration. It's probably only concerned with the terrain.
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RCC does have an effect on the vecs you have.
In contrast with many others around here, I always build one. At least on Big maps RCC makes a difference.