Dynamic Arcs

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jangoisbaddest
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Re: Dynamic Arcs

Post by jangoisbaddest »

Recently, I've been trying to stop the AI from accessing certain areas of the map for certain modes (they stubbornly do this dispite no CPs or enemies there). I looked at hoth and death star, and it seems that dynamic planning connections do the trick. So I set the ones I wanted dynamic in ZE, then told the script to deactivate them. Here's what I got when I munged:

ERROR[pathplanningmunge world1\KCH.PLN]:Patch size too big! (128k+)
ERROR[pathplanningmunge world1\KCH.PLN]:when these dynamic arcs are blocked: block8, block2, block5, block7, block4
2 Errors 0 Warnings

I get nothing in the error log, but obviously there is a crash. Is there some extra trick I'm forgetting? I'm afraid I don't know what patch size is.


EDIT
Some additional info: when I leave one of those connections active, everything is fine. Is it because it separates some of the plan from the rest? That wouldn't make sense to me, because that is exactly the function in the base hoth map (the hunt mode areas are blocked off with avalanches, and the dynamic connections that run through there are deactivted for conquest and other modes. There are no connections between the hunt network and the rest.) I'll keep experimenting, but any input would be awsome. Thanks!
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