Sometimes when selecting two armies located in the same province, ordering them to the same province will cause two different paths to be generated, probably to reduce attrition damage?
Sometimes when selecting two armies located in the same province, ordering them to the same province will cause two different paths to be generated, probably to reduce attrition damage?
thinking out loud here, but wouldn't it be possible to 'steal' some code from a GPS, and feed it a map where each province is an intersection with roads to the neighboring provinces to each province, and tell it how many units long each road is, and then let that find the shortest way from Province ABC to XYZ? ... while it might be a large number it would certainly be finite and from my (admittedly somewhat limited) knowledge it shouldn't be that taxing for.
That algorithm REALLY hates leaving home turf.Can't easily explain this behaviour![]()
While I really like the discussion on search algorithms and path finding, I'd like to repeat the "save games please" for specific situations. It doesn't seem like the algorithm as a whole is broken, but there are specific edge cases where (presumably due to rounding or "good enough" conditions) the results are suboptimal.