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Party Not Responding to Move Commands

Posted: Sun Sep 07, 2003 2:01 pm
by Balinor
In certain areas of the game (like in the Temple District), when I look ahead on the map and click on a door to open it, my party does not move to the door and open it; instead, my party just sits there, and I have to goad them along one screen at a time. This never used to happen, I don't know why it started now. I have no mod's other than the FixPacks installed. If somebody knows what is going on, please tell me.

Posted: Sun Sep 07, 2003 3:13 pm
by fable
Could a doorway or gate have gotten closed or blocked that gave them access to that location? Try to backtrack slowly along the AI path, clicking slightly closer to your party, bit by bit, until you find a point where your movement command is accepted. Then stop the action, and see if you can pinpoint an obstacle.

Posted: Sun Sep 07, 2003 4:13 pm
by Balinor
Thanks, Fable. I tried your idea in the Temple District (where going to the Radiant Heart from the entrace always seems to not work), and the only thing I could come up with was that a commoner might have been standing in the way, but moved out of the way by the time I got there going one movement at a time. But then it happened again near Marella's cabin in Umar. My main character was probably 3/4 of a screen away, while the rest of the party was about 2, but the only person that moved when I clicked on the door was my PC. When I got everyone to the point that they were on the same screen as the cabin, they would respond, but I don't see why they wouldn't move before as there wasn't anything to keep them from moving :( .

Posted: Sun Sep 07, 2003 5:01 pm
by Ron_Lugge
Could your AI pathing nodes be set too low?

Posted: Sun Sep 07, 2003 5:03 pm
by Balinor
They would be set as defaults as I haven't touched them. Should I try to set them higher?

Posted: Sun Sep 07, 2003 5:11 pm
by Ron_Lugge
Originally posted by Balinor
They would be set as defaults as I haven't touched them. Should I try to set them higher?


If it was set as default it should be fine - you are, presumably, running a "high end" system (and you told the config program that!).

Please note that high end would be anything over 800 hertz proccessor - which would be about everything nowadays.

Posted: Sun Sep 07, 2003 7:28 pm
by Balinor
Yes, I'm running faster than 800 mHz, so that shouldn't be the problem. Thanks for the advice, I guess I'll just have to live with it. :(

Posted: Sun Sep 07, 2003 9:04 pm
by Ron_Lugge
Originally posted by Balinor
Yes, I'm running faster than 800 mHz, so that shouldn't be the problem. Thanks for the advice, I guess I'll just have to live with it. :(


You did tell the config program that, right? If so, it should have maxed out the AI path search nodes on its own (40K, IIRC). You might want to check.

Also, please note that this won't always be successfull anyways. Short paths are usually better - halving the distance to travel can often more than quadruple the "effectiveness" of the path the AI chooses.

Posted: Sun Sep 07, 2003 10:48 pm
by Balinor
I checked my configurations, and it said that all three of the bars were set to maximum PC, and the pathfinding nodes were 40,000, just like you said. I un-configured then re-configured the pathfinding, hoping to try to jog the game memory a little. I don't know what's wrong. I'll keep looking. Thanks for the help, Ron and fable.