New road system that USES pathfinding for smoother transitions in height in all areas besides the hub entries.
新的道路系统,使用寻路的平滑过渡的高度在所有领域除枢纽条目。
Barathrum can run through units and trees, although he will still obey standard pathfinding through the terrain.
可以穿过单位和树木,但仍旧会遵循标准寻踪路线,并非完全无视地形。
Ignoring other units in the pathfinding code, however, means that you will need to write separate code to handle collisions.
寻路代码中忽略其他的单元,然而,这意味着你要写单独的代码来处理碰撞。
Pathfinding, the method in which a unit will determine how to move, is handled by code, and will not be able to be edited within the map editor.
寻路AI这种东西是依靠程序代码操控的,所以没办法用地图编辑器制作。
Improved pathfinding e. g. dwarves don't jump from the high blocks, don't get through the diagonal blocks, don't get stuck at the air while falling.
改进了寻路算法,比如:矮子们不会再从高地跳下,不会再穿过斜列的块,坠地时不会再卡空气墙。
Pathfinding when using Charge and Intercept has been fixed. When targeting an enemy through a wall, warriors will now correctly crash into the wall.
使用冲锋和拦截时会产生的寻路错误被修正了,现在当你瞄准一面墙后的敌人时,战士会正确的冲锋并卡在墙里。
Part of this is down to the pathfinding, with the new algorithms making sure that you won't encounter late-game slowdown when trying to move hundreds of units.
其中一部分是靠寻路降低,在新的算法下,你不会在游戏后期同时移动几百单位时感到变慢。
There are many pathfinding algorithms, which have different search strategies, time efficiency and space efficiency. So they have different application situations.
路径搜索的算法有很多,不同的搜索算法有其不同的搜索策略、时间效率、空间消耗与应用场合。
Natural Resistance replaces old pathfinding (the imp. cheetah thing) 2 points requires 10 points in Beast Master "Your pets Frost, Nature and Fire resistances are increased by 10" (up to 20?
自然抗性(2点)替代原有的寻路位置(加快豹守速度那个)需要:10点野兽掌握系天赋增加你的宠物的冰霜、自然及火焰抗性10/20。
Low logic update rates such as this are common in games such as real-time strategy games, where logic can eat up a lot of time in pathfinding and AI calculations that would choke a higher rate.
在实时策略类游戏中可能会使用这样低的逻辑更新帧率,这里逻辑更新会因寻路和AI计算而占用大量的时间,在这种情况下使用高的逻辑更新帧率显然不行。
The distinct player-recognizable areas might be useful for gameplay: locations of towns, places to quest, territory to conquer or settle, landmarks, pathfinding waypoints, difficulty zones, etc.
对于不同的玩家来说,可识别的游戏区域对可玩性更有帮助:城镇地区,任务地点,可征服或定居的领地,地标,寻路坐标,难度标示区域等。
The distinct player-recognizable areas might be useful for gameplay: locations of towns, places to quest, territory to conquer or settle, landmarks, pathfinding waypoints, difficulty zones, etc.
对于不同的玩家来说,可识别的游戏区域对可玩性更有帮助:城镇地区,任务地点,可征服或定居的领地,地标,寻路坐标,难度标示区域等。
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