How ALiVE's units find their way around the map: what it does, and what has been fixed.
On by default · ALiVE 3
ALiVE 3 is in active development. This briefing describes work in progress, and the behaviour it covers is subject to change as testing continues. Check the changelog at the foot of the page for what has moved recently.
On this page
Overview
What pathfinding does
ALiVE runs most of a mission's units in the background, out of sight of any player, so an entire battlefield can play out at once. Pathfinding plans the routes for every unit ALiVE manages as a profile, whether it is simulated in the background or spawned near a player: instead of drifting in straight lines through hills, forests and water, they follow sensible routes across the terrain. A simulated group is moved along its route by ALiVE, and a spawned one gets the same route as its own waypoints.
It is enabled by default and sizes its route grid to the map automatically, so units cross the terrain the way you would expect without any setup.
How a group's order becomes a route. Rounded boxes ask a question, dashed boxes are the fallbacks, and every result is handed back the same way. The boat branch is shown in full further down.
Illustration, not a real map: the rough route picks a chain of sectors, the detailed route threads through their sub-sectors around deep water, steep slopes and dense forest, and the group gets a waypoint at each bend. The dashed line is the straight line it would take without pathfinding.
Capabilities
What it handles
Routes
Real routes, not straight lines
ALiVE's units, simulated or spawned, follow the terrain across a route grid that sizes itself to the map, rather than cutting through whatever lies between them and their goal.
Land & water
Stays out of the water
Foot and ground units route around lakes, rivers and coastline instead of marching into the sea.
Boats
Rivers and crossings
Boats get a water route that follows rivers as well as open sea, cross water cleanly without zig-zagging or stalling at the shore, and infantry embark boats to cross water and continue on the far side.
Airfields
Around the runway
Ground routes bend around runways and taxiways instead of cutting straight across an active airfield.
Re-tasking
New orders on the move
A unit handed a new destination mid-route picks it up and carries on, rather than stalling where it was.
Danger
Routes can steer round trouble
With the new Route Memory setting on, routes on foot and by land vehicle remember where their side has lost men or vehicles and go round those places for a while. It is off by default.
Scale
Built for a whole map
The route-finder is fast enough to run for a full map's worth of units at once, without the mission hitching.
There is an optional map overlay that draws the route grid and each side's paths in their side colour, for anyone wanting to see exactly how units are choosing to move.
What's fixed
Fixes and improvements
Pathfinding is on by defaultWith a route grid that sizes itself to the map, no setup required.
Foot and ground units keep out of waterNo more units wandering into lakes and out to sea on their way somewhere.
Boats go round land on long tripsA coarse water route first, then the detail along it, so a far shore is reached in seconds.
Boats cross water properlyNo zig-zagging between waypoints, no halting against the shore, and editor-placed boats move while simulated.
Infantry use boats to cross waterUnits embark to make a crossing and disembark on the far bank.
Ground routes bend around airfieldsRunways and taxiways are routed around rather than driven across.
New destinations apply mid-routeA waypoint inserted while a unit is already moving no longer stalls its movement.
Substantial performance gainsFaster route-finding across the board, so it scales to many units without cost.
Units nudged clear of rock formations at spawnFewer units appearing wedged in terrain when they spawn back in near a player.
Status
Where it stands
Delivered
Default-on pathfinding for every profiled unit
The route grid, land and water awareness, airfield avoidance, boat crossings and mid-route re-tasking are all in and on by default.
Convoys keep off runways
Routes are meant to treat a runway as ground to stay off, and until 16 September they did not. The runway line was worked out from an instrument approach point and a fixed length rather than measured, and on Stratis it ran off the end of the field and out to sea, so nothing along the actual runway was recognised and routes crossed it freely. The line is now fitted through the runway itself. Worth watching at busy airfields if you saw convoys driving down a runway before.
Performance
The core route-finding has been made significantly faster so it runs comfortably at mission scale.
Route Memory
A new Route Memory setting on the Virtual AI System, Off by default, lets routes on foot and by land vehicle remember where their side has lost men or vehicles, or come under attack, and go round those places for a while. A group wiped out or a land vehicle destroyed counts most, each man lost a quarter of that and an attack a tenth, and losses in aircraft and boats count for nothing. The memory is kept for each side, fades by half every two hours and starts empty when a saved game is loaded. Each route also varies a little, so groups sent the same way stop walking one line. A group that makes no headway towards its next waypoint (90 seconds, 150 on foot) also marks the ground ahead as blocked for its size class and gets a detour laid in front of that waypoint; its orders are never changed. Low is a little variation with dangerous ground up to three times dearer, High is more variation and up to five times dearer. On Altis an 18 km route took 3 to 3.5 seconds on High and on Off alike. Added on 17 October.
A blocked approach no longer strands a group
A destination that could be reached several ways was written off as unreachable as soon as one of those ways was refused, so the group stayed where it was rather than coming round another side. It now gives up only when every approach has actually been tried and refused. A related fault where an empty search queue produced no answer at all is fixed with it.
Boats find their way round land
A boat sent a long way with land in between used to run out of search before it got there, and sat where it stopped. Now it plans a rough route on a coarse grid of water first, then works out the detail a kilometre at a time. On Altis 11 trips of 3 to 10 km all arrive, in 1.3 to 9.5 seconds each, where 9 of them used to stop 3 to 7 km short. A boat sent to a point inland stops at the shore in under a second instead of searching for about 3 minutes.
Boats follow rivers
A boat now gets a water route to its destination along rivers as well as open sea, and it takes each bend of the river rather than cutting across the bank. When no water route goes all the way, it stops at the furthest point it can reach. Sea Patrols only pick water deep enough for the boat. Added on 5 October.
How a boat's route keeps to the water. Every leg has to pass the same check, so the route takes each bend instead of cutting across the bank. The 1 m depth and 2.5 m clearance are the defaults.
Temporary walks stay temporary
A group given somewhere to wander keeps that only while it is spawned. Turning a waypoint into a route used to erase the mark that said so, and the walk was then saved onto the group and came back with it, so a garrison told to hold its post would set off for somewhere it had been sent minutes earlier. Only missions with pathfinding on were affected. Fixed on 4 September.
Refinements
Naval route smoothing
Ironing out the last of the route jitter on some complex coastlines.
Ongoing performance tuning
Three rounds of optimisation are done, most recently on 16 September, and that last one was a substantial reworking of how routes are generated rather than a tidy-up. Work continues for very large missions with a great many units, which is where any remaining cost shows up first.
Testing
How you can help
Open the map during a mission and watch how ALiVE's units move between objectives over time; turning on the pathfinding overlay shows the grid, and the route overlay draws each route as it is worked out, so it fills in over time rather than all at once when you switch it on. The behaviours worth flagging are units that walk into water, stall and stop moving, take a clearly wrong route, or fail to cross water where a crossing plainly exists.
When you spot one, note the map, roughly where it happened, and what the units were doing; a game log from that session helps pin it down. Coastlines, river crossings and busy airfields are the most rewarding places to look.
Spotted a problem? Please report it on the ALiVE issue tracker on GitHub, with the map, rough location and what the units were doing so it can be reproduced.
Changelog
Updates to this page
2026-10-30
Routes hand a group far fewer waypoints: points along a straight stretch are merged when the line between them stays within 40 m of the route and never crosses water. A Stratis route went from 332 waypoints to 155.
2026-10-17
New Route Memory setting on the Virtual AI System (Off by default): routes on foot and by land vehicle steer round places their side has lost men or vehicles or come under attack, for a few hours, and each route varies a little so groups sent the same way do not all walk one line. On Altis an 18 km route took 3 to 3.5 seconds on High and on Off alike.
2026-10-05
Boats now follow rivers: a boat gets a water route along rivers as well as open sea, and stops at the furthest point it can reach when no water route goes all the way. Sea Patrols only pick water deep enough for the boat. Worth trying on maps with navigable rivers.
2026-09-29
A unit made in a spot boxed in by trees, walls, buildings or a steep slope, with no road nearby, now follows the rough route to its order and its order stays where it was given. The detailed route used to give up there and move the order onto the unit's own spot, so a Logistics convoy made in such a spot let its passengers out and removed its truck where it started, 2 km short; about one request in three on Stratis did this, depending on where the truck was made. From an open spot the route is unchanged.
2026-09-16
Convoys now keep off runways, and a group with one blocked approach no longer strands itself. Routes are supposed to treat a runway as ground to stay off, and until today they did not: the runway line was guessed from an instrument approach point and a fixed length rather than measured, and on Stratis it ran off the end of the field and out to sea, so nothing along the real runway was recognised and routes crossed it freely. It is fitted through the runway itself now. Separately, a destination reachable several ways was written off as soon as one of those ways was refused, so the group stayed put instead of coming round another side; it now gives up only after every approach has been tried. A third round of route-generation optimisation came with those, a substantial reworking rather than a tidy-up, so both speed and route quality are worth a look on busy airfields and complex coastlines.