Got tips on constructing better paths for peep AI?

I spent hours creating a nice large park only to have peep AI path problems when I opened the park to the public.

My park rating bottomed out at 0 when I had clusters of "I want to go home" peeps walking around in circles or back and forth along a straight line on my paths. I thought RCT2 was designed so peeps would be able to navigate along 2 or 3 lane paths, but apparently not.

Even when I tore the paths down to single lanes, the peeps were still lost. What are some things I should consider when building paths. What have you all learned about peep path AI? I'd hate to only use single lane paths.

Lord Gonchar's avatar
I've learned that single lane paths work best.

I know that's not what you want to hear, but it's the truth.

If you have 3 wide paths (for example) - break the middle with flower beds and fountains. It essentially creates two one-lane paths, but looks more like a larger midway with decoration down the center.

You could break down wider pathways in a similar fashion.

Peeps have trouble with anything wide.


The one thing I've noticed is that if you build a path that starts to create a loop, and it dead ends, the peeps get pissed.

Never build paths that complete 3/4'ths of a loop. The peeps expect to be able to go from the two un-connected points, and they get lost when they can't.

I've never had a problem with wide paths. The peeps, ironically, make "lanes" among them selves in these wide paths. Even though they have all this room, they walk to their destination through, what seems to be, a popular lane.

Just avoid large lanes. I helps to have one large path running in a circle from the entrance, all around the park, and back to the entrance. That way, the people don't get lost.

One of the girls had a cute little kitten named kitty-kitty, the other girl had a cute little puppy named Chris, and the third girl was a republican.

Sawblade5's avatar
If it gets to a problem where a Large Group of Guests geting stuck or lost in one section of the park. I build Tunnels, Lots and Lots of Tunnels. I build them leading to the nearest exit of my park.

Chris Knight


Lord Gonchar said:


Peeps have trouble with anything wide.


So that's why they don't like me....

I have heard that being wide is favored over being long by some, Ross, so you may still have hope ;)

I don't think path width has anything to do with it. I routinely use double- and triple- wide paths with no problem. If you are getting people who want to go home, then your problem is with the layout of the paths.

Read this:

http://www.ultimaterct.net/fossil/PathingSystems.html

This explains the only reasons why peeps get lost. With this info, you should never have the problem again, and if you do, you will be able to figure out why pretty easily.

*** Edited 3/16/2004 6:19:35 PM UTC by RCTandy*** *** Edited 3/16/2004 8:25:06 PM UTC by RCTandy***

TheRealCP's avatar
If they are tired, I've found that installing a monorail/train or the cable cars to get from A to B helps too. The queue for those gets HUGE, but they are happy because they can sit down and travel.

--Catherine

"You had a rollback? Is that a good thing or a bad thing?"

Coasting for Kids - "Team Erik!":
http://www.firstgiving.com/process/teamarea/default.asp?did=1785&teamid=147947


RCTandy said:


This explains the only reasons why peeps get lost. With this info, you should never have the problem again, and if you do, you will be able to figure out why pretty easily.


Actually, I take that back. I think there is another problem with AI if there are too many decision points. This can happen when 2x or larger paths go up or down slopes (and thus break into single paths), when a lot of shops are around, or (usually) a combination of the two, especially if there is an intersection nearby. Double or triple paths in sections like this can be a problem, so if you are getting people stuck in a place with a lot of shops or path branches, it might be best to try what Gonchar suggested.

How come whenever I try to make 2X or larger paths, it doesn't work? Is it because I am playing the first RCT?

One of the girls had a cute little kitten named kitty-kitty, the other girl had a cute little puppy named Chris, and the third girl was a republican.

Yes, peeps get confused with single wide paths in RCT1.
RCTandy - That article is great. Thanks for posting it.

The article explains a very good reason why my peeps are probably getting lost. It looks like peeps that want to go home are only programmed to move towards the exit like they're on a Plinko board. Also, peeps are getting lost in areas with multiple decision points clustered together (i.e. multiple shops or ride queue entrances in one place)

I will keep all this in mind next time.

Glad to help. Fossil has some great articles on some other RCT points as well that have really helped me along the way (although I think I could do a better job on the "stat boosting" instructions ;))
Lord Gonchar's avatar
Call me jaded, but the Fossil tips all seem like common sense info for novice players.

And I disagree almost 100% with the scenario approaches listed. There's always seems to be some kind of "trick" in those tips.

You don't need to close rides, flush people, open and close things add signs to block people, etc on ANY scenario. Just begin by demolishing everything there and play smart. (The demolishing could be consider a "trick" itself, I suppose)

I guess that's the beauty of RCT though - you can play so many different ways :)


RCTandy- thanks for posting that site. It really helps to have a midway in your park.

Lord Gonchar- you're jaded. ;) *** Edited 3/19/2004 10:49:55 PM UTC by Coasterjosh***


One of the girls had a cute little kitten named kitty-kitty, the other girl had a cute little puppy named Chris, and the third girl was a republican.

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