esqmo wrote:Well not quite, actually I could write a mod....
You do that. Let me know when you figure out how to mod the AI -- you will be the first to know the answer to that one, because as far as anyone else here knows, the AI cannot be modded at all.
esqmo wrote:It really doesn't damage the story-line AT ALL seeing as its a program and I could write a program that does this! Its just a linked list...
The story isn't the issue. We can come up with stories for why pathfinding does or does not exist in Darwinia, but, at the end of the day, a lack of pathfinding was a game design decision. IV decided to make a game with no pathfinding. Period. Any rationalization after the fact is irrelevant to that decision (though may it be fun to talk about why unit in Darwinia don't follow the best path, but go in straight lines).
esqmo wrote:Stop blindly following the developers just because they make good games doesn't mean they are perfect! Change is good.
This is not about "blinding following the developers." This topic has been brought up before. In fact, it was probably brought up in the beta. Thus, this discussion is as old as the game itself. In all of that time, IV have not change the behaviour of the AI vis-a-vis pathfinding. You can argue over whether this is good or bad until the cows come home, but the fact is that the pathfinding in Darwinia isn't going to change, and that the pathfinding in Multiwinia is --NDA--. In both games, it is what it is, and is that way because IV decided to make it that way.
As to change being good, I don't care if things are changed. If Darwinia were to receive improved pathfinding, it would probably make the game quite a bit easier, but I could live with that. It is not change that I am opposed to. It is you that I am opposed to, and your arrogant attitude that you know better than all of us (and the fact that your reading comprehension seems to suck).
At the end of the day, IV is almost certainly not going to change the pathfinding behaviour in Darwinia. It was a design decision. You can either learn to live with it, or stop playing Darwinia. There is no other option. This is a realistic statement of fact; not "blindly following the devs;" not a fear of change; not my opinion on the matter; just a statement of fact.
esqmo wrote:Another solution to the problem would be the ability to fast forward the game so that the AI actually gets there quickly. Yet again, no this doesn't ruin the storyline seeing as Darwinia is in a computer. This might be a bit hard on slower machines tho.
Another solution would be to have teleporters. Or maybe you should be able to pick up units and move them around. Or maybe they should fly through space. OH! I KNOW! Engineers and squads should rain down from the sky!
Again, the behaviour of the units was a gameplay decision. Play the game that IV made, or find something else to play. The "problem" of pathfinding in Darwinia, the speed of the units, &c. were gameplay decisions. You may not like those decisions, but deciding that they are "problems" is like deciding that Tetris is broken because it contains both S pieces and Z pieces.
xander