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by Tipzntrix 4932 days ago
I think it's pretty standard that if you issue a move command, units will not attack and will go around. Players have come to expect this since Starcraft I. The whole idea of tower defence that was made popular stands a testament to the fact that we can place walls and change terrain and units WILL change their path on the fly. If you have played a tower defence in Warcraft III, you know that units can be lured into taking the A* optimal path, and you can block it off just before they get there, forcing them to recalculate a new path (which may be a long way away from where they currently are). Then, you can destroy the new tower you just placed and block off the path they had just changed to, forcing them down the old path again. You can repeat this as long as you have resources to build your cheapest tower (this was an exploit that made certain user-created maps really easy). Tower Defence designers now know about this and most of the well-made maps prevent you from building during level.

TL;DR: Path recalculation has been around since Starcraft I. EDIT: And probably before that

1 comments

You're missing the point of his post - he was saying that while path recalculation exists, it's hard to make an AI that makes proper choices when it comes to following the current path and creating a new path - especially when it's opponent can also modify the available paths in the future.
I'm saying that players have come to expect that issuing "move" will make AI take the shortest path without destruction, and we know that if there is a faster way, we have to tell the AI to attack through the wall if we want to break it. I guess the TL;DR didn't cover that though.