node route size mismatch
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- Spacemonkey
- level4
- Posts: 609
- Joined: Thu Oct 05, 2006 1:31 am
- Location: Auckland, New Zealand
I removed my nodes that were passing through narrow passages. It seems that even though your lines don't technically pass through land, they can still fail if the space the line passes through is narrow. I also moved other points so that the lines went directly between landmasses instead of going too close to a coastline. It seemed to work then.
- shinygerbil
- level5
- Posts: 4667
- Joined: Wed Dec 22, 2004 10:14 pm
- Location: Out, finding my own food. Also, doing the shinyBonsai Manoeuvre(tm)
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ai_markers.bmp contains 2 sets of information
Green Points
The green points on the map represent placement guidelines for the AI. An AI player will always try and place its ships close to a green point inside its own territory. They are positioned with the general idea of stopping the AI from placing a unit in a tactically unsound location (eg, too far from the action, too close to the coastline.)
Red Points
The red points act as guidelines for tactical positions that fleets should use for attacking an enemy territory. For example, a fleet of subs would move close to one of the red points in order to nuke enemy cities. Red points should be fairly close to a territory's coastline, within range of a resonable number of cities.
There are a few rules that need to be followed when placing these points:
The point must be a valid location for a fleet to move too. This means not too close to the coastline, or on land.
Each territory must have AT LEAST one green point and two red points. Ideally, each territory should have at least 4 or 5 of each.
There should be no points outside of a valid territory, or anywhere on land.
Hope this helps.
Green Points
The green points on the map represent placement guidelines for the AI. An AI player will always try and place its ships close to a green point inside its own territory. They are positioned with the general idea of stopping the AI from placing a unit in a tactically unsound location (eg, too far from the action, too close to the coastline.)
Red Points
The red points act as guidelines for tactical positions that fleets should use for attacking an enemy territory. For example, a fleet of subs would move close to one of the red points in order to nuke enemy cities. Red points should be fairly close to a territory's coastline, within range of a resonable number of cities.
There are a few rules that need to be followed when placing these points:
The point must be a valid location for a fleet to move too. This means not too close to the coastline, or on land.
Each territory must have AT LEAST one green point and two red points. Ideally, each territory should have at least 4 or 5 of each.
There should be no points outside of a valid territory, or anywhere on land.
Hope this helps.
Icepick wrote:ai_markers.bmp contains 2 sets of information
Green Points
The green points on the map represent placement guidelines for the AI. An AI player will always try and place its ships close to a green point inside its own territory. They are positioned with the general idea of stopping the AI from placing a unit in a tactically unsound location (eg, too far from the action, too close to the coastline.)
Red Points
The red points act as guidelines for tactical positions that fleets should use for attacking an enemy territory. For example, a fleet of subs would move close to one of the red points in order to nuke enemy cities. Red points should be fairly close to a territory's coastline, within range of a resonable number of cities.
There are a few rules that need to be followed when placing these points:
The point must be a valid location for a fleet to move too. This means not too close to the coastline, or on land.
Each territory must have AT LEAST one green point and two red points. Ideally, each territory should have at least 4 or 5 of each.
There should be no points outside of a valid territory, or anywhere on land.
Hope this helps.
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