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.
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.
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.
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.
Chris Knight
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***
--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.
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.
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.
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 :)
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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