Rise to Ruins

Rise to Ruins

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TrepTheSnake Oct 29, 2018 @ 4:59pm
Enemy pathing
Hello,

I'd like to know more about where enemies attack. I had a maza and even if they could walk in it without being blocked by defense or structures (gate, wall), some of the enemies decided to go to another gate on the opposite side of the wall.

Is it random? Do enemies can block the path of other enemies so they go elswhere?

Thank you!
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Tiberiumkyle Oct 29, 2018 @ 5:16pm 
Monster pathfinding is based on movement cost. When a monster decides on a route to take, the pathfinding portion of the AI looks at the movement cost of everything between the monster and where it wants to go. Base terrain has the default cost, paths and roads lower movement cost, resources like crystal raise it, as does water (fire elementals refuse to go into it as it harms them) and tar. Forest and mountains have quite high costs, and walls can as well. Gates don't have as high a cost as walls, so will get targeted over walls more often.

A newer addition to this is that each mob that's planned a path through a tile, whether they're actually in it or not, slightly raises the movement cost of that tile, causing them to spread out. You may find yourself needing to go with 2 or even 3 thick walls in some places, depending on all the variables.
TrepTheSnake Oct 29, 2018 @ 5:26pm 
Okay so if I understand you correctly, the portions of my base where I don't want enemies go to should have a maximum movement cost (walls and if i can avoid doors it would help to maximize the movement cost).

Thank you very much once again Tiber.
John Hadley Oct 30, 2018 @ 1:20am 
Be careful when you are planning for where you think the monsters will go that you pay close attention to narrow gaps and make sure they are actually open. Sometimes two tree masses don't actually look connected, but the path is totally blocked because of one tree being diagonal from another tree at some point in the otherwise open path. Visually you see a gap between the two tree masses, but nothing can actually travel through it. If you are expecting monsters to go that way and you have walls blocking other ways into your base, they'll just go through the wall when you didn't expect it.
U.D.R Oct 30, 2018 @ 5:39am 
Perso, i close all my base, except one path, so the monsters always come to this path. I only make a lot of wall for make them lost time, and let my turret destroy them. If all the base is close, except a little opening in my walls, they come always to this opening. So i maximise turret at this place and for the moment it's really good. Big ballista hit them when they walk in the looooong walls labyrinth, and if they come to close, elemental turret finish them.

It work really good for me, but i will check if players use others strategys.
(sorry for my english).
CoyoteTraveller Oct 30, 2018 @ 7:53am 
Devs, can you hint at some numbers for us? Like, for a single monster, busting through a wooden fence is the cost of going through 40 (what's this number) extra tiles? I know the numbers will change as the game is balanced, but it would be cool to get a general sense.
Tiberiumkyle Oct 30, 2018 @ 8:33am 
Ray (the only dev) is the only one with hard numbers, unless you decompile and hunt down the code yourself. It's all coded in java, and not even obfuscated (like minecraft is).
TrepTheSnake Oct 30, 2018 @ 1:59pm 
@Yoriuchi

Je comprends, mais ce que j'explique est que j'utilise la stratégie que tu mentionnes mais malgré tout, des ennemis s'obstinent à aller ailleurs.

De ce que je comprends, parfois le cout de mouvement est plus bas s'ils passent par une gate/mur ailleurs parce que les corps qu'ils doivent enjamber font grimper le cout de mouvement.
sulak Oct 31, 2018 @ 1:05pm 
But Spectre dont have any Movement Cost? So their pathing is unpredictable... i always game over on the massis Spectre Flow on the opposite side of my Village, where just barely defences and a wall protect my people...
Tiberiumkyle Oct 31, 2018 @ 1:09pm 
Specters are blocked by forest, mountain, and curtain walls.
sulak Oct 31, 2018 @ 1:52pm 
♥♥♥♥ thanks ;) getting some curtain walls spread out.
U.D.R Nov 1, 2018 @ 1:41am 
Originally posted by Detrak Qc:
@Yoriuchi

Je comprends, mais ce que j'explique est que j'utilise la stratégie que tu mentionnes mais malgré tout, des ennemis s'obstinent à aller ailleurs.

De ce que je comprends, parfois le cout de mouvement est plus bas s'ils passent par une gate/mur ailleurs parce que les corps qu'ils doivent enjamber font grimper le cout de mouvement.

En fait, je ne connais pas tous les rouages du jeu. Mais perso, je commence par une rangée unique de mur SANS Porte, avec une toute petite ouverture, en oubliant pas de placer un Large Pit Fir devant pour les futurs constructions (en ayant bien fermé le reste de ma base : méfie-toi de l'eau, et n'hésite pas à la détruire pour la remplacer par des murs). Les ennemis voudront passer par cette petite ouverture plutôt que détruire une porte, TANT que le passage n'est pas trop long à obtenir. Donc ensuite je rajoute une autre rangée, ouverte elle aussi, mais à un endroit plus éloigné de l'autre. Et je continu comme ça jusqu'à ce que quelques ennemis commence à tenter un autre passage. Je crée une autre ouverture si besoin.
Le top est d'avoir cette disposition à deux endroits différents, et d'éviter d'avoir une porte proche de ces emplacements.
Ensuite, sers-toi de la portée des grandes balistes. Tu peux créer un autre petit labirynthe de mur s'il est assez éloigné de ton principal jeux de mur.

Mais il ne faut pas compter uniquement sur cela. C'est un gain de temps. A partir de la vague 20 il est important selon moi d'avoir le max de golems possible, avec un Réoncombulateur bien placé, ou deux, pour les soigner. Honnêtement, ce sont les golems qui font le gros du taff après. N'hésite pas à placer des Storm sur le passage des mobs, loin de ta base, ça fait très mal ! A partir de la vague 20 tu ne fais plus de mur, tu optimises ton passage pour qu'ils continuent d'y passer, mais tu optimises principalement tes golems, ta créations de cristaux et le rechargement de ton energie. L'energie c'est la vie, par la suite.

Mais cincèrement, évite de faire des portes, ça rendra ton anticipation du trajet des ennemis bien plus compliqué, et pour franchement pas grand chose !
Last edited by U.D.R; Nov 1, 2018 @ 1:49am
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Date Posted: Oct 29, 2018 @ 4:59pm
Posts: 11