Yeah, I noticed that if a path to the enemy is blocked by friendly units, all ai controlled units stuck behind that block will simply stop moving. I wonder if that jump skill might allow such blocked units to move forward if it wasn't stuck on just moveing one tile. What I mean is that currently, ai controlled units will not move more then one tile on move skills that allow for ranges beyond one tile. I am wondering if those blocked units, having a script forcing them to take the max range on such skills, would be able to move forward or if the block would just shut them down regardless. That would mean back to figuring out that pathfinder script. Still, I am enjoying the map pack anyway, grin. I know in level 2 you have wide paths. That doesn't work either? Monsters won't walk around them? al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Carlos Macintosh Sent: Wednesday, December 04, 2013 8:53 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: Review of Tower Defense 2 + request for help from Ian Yeah, I think I'mgoing to choose a more action-based music file. There's a really annoying thing with the enemy AI that the AI will only move toward your base if it has an unobstructed path to your base. Since your towers are just as effective after 10 turns as after a single turn, the difficulty would be ramped up, and at the level at which I wanted it, if all the enemies moved toward your base at once instead of waiting for the ones in front that obstruct the ones behind to die. I really should get around to scripting, but I just don't know how I would go aobut doing it to force the units to move no matter what. I would have to override one of the AI's, but not sure which script to use. I think it would be cool to have a script flag that defines a destination, either a tile location or a name of a unit that the AI would relentlessly go tward or would move as close to it as possible, even if its path were obstructed. I just don't know how I would do it. I tried a workaround by giving some of the units a jump skill that allowed them to jump over units in front of them onto the tile ahead, but the units never used it, probably because the AI didn't think that it would get the units to the base. Though I can't really confirm why it wasn't used. It's kind of sad but the whole difficulty issue with monsters coming up the path too slowly due to being obstructed by those ahead of them has halted my wish to make a fifth level. I know it really shouldn't, but you probably know how it is. I really do want to, but without this crucial feature, it just doesn't feel like the game I was aiming to make. Of course, if it is made, I'll have to do some rebalancing of all the levels, but I'll do it gladly.