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Rise of the Witch King

Units no stack with this file

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# 1Mr.SmOKing Feb 3 2018, 23:00 PM
They not stuck in tunnels/mineshaft and in other units. I think it's very important.
Install: send in rotwk folder. Not working with someone who not have this.
Tested with DJPremier. Done by nameless (ID in gr:6249189).

This post has been edited by Mr.SmOKing: Feb 4 2018, 17:53 PM


Attached File(s)
Attached File _______________Nostack.big
Size: 11.62k
Number of downloads: 16

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Game: Rise of the Witch King


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# 2Ingvarr Feb 3 2018, 23:12 PM
It'll be very helpful

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# 3Andy San Feb 4 2018, 00:45 AM
give that guy expert badge now!


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Game: Rise of the Witch King


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# 4TheRingisHot Feb 4 2018, 14:42 PM
yea rly good thank you!

makes my changes completely unnecessary, so while someone of the team integrates this, make sure to revert my nub stuff thnx

This post has been edited by TheRingisHot: Feb 4 2018, 14:46 PM

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Game: Rise of the Witch King


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# 5brabox Feb 4 2018, 14:48 PM
QUOTE(Mr.SmOKing @ Feb 4 2018, 00:00 AM) *

They not stack in tunnels/mineshaft and in other units. I think it's very important.
Install: send in rotwk folder. Not working with someone who not have this.
Tested with DJPremier. Done by nameless (ID in gr:6249189).

I have no clue what "stack in tunnels/mineshafts" means. What exactly does this fix?

Posts: 4,261

Game: Rise of the Witchking 2.01


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# 6TheRingisHot Feb 4 2018, 17:26 PM
Units can immediately enter/exit mine and tunnels without getting stuck ever due to hostile units in front

Posts: 2,802

Game: Rise of the Witch King


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# 7Mr.SmOKing Feb 4 2018, 17:49 PM
QUOTE(brabox @ Feb 4 2018, 16:48 PM) *

I have no clue what "stack in tunnels/mineshafts" means. What exactly does this fix?

my english very bad, i mean "stuck".

Posts: 607

Game: Rise of the Witch King


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# 8Mr.SmOKing Feb 4 2018, 18:30 PM
QUOTE(TheRingisHot @ Feb 4 2018, 19:26 PM) *

Units can immediately enter/exit mine and tunnels without getting stuck ever due to hostile units in front

I no need read message, which written by noob:
"yea rly good thank you!
makes my changes completely unnecessary, so while someone of the team integrates this, make sure to revert my nub stuff thnx"

Posts: 607

Game: Rise of the Witch King


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# 9TheRingisHot Feb 4 2018, 18:42 PM
uihmm oke, I dont really know what you're getting at here, but if you think I was being sarcastic - I wasn't

Posts: 2,802

Game: Rise of the Witch King


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# 10Mr.SmOKing Feb 4 2018, 19:51 PM
QUOTE(TheRingisHot @ Feb 4 2018, 20:42 PM) *

uihmm oke, I dont really know what you're getting at here, but if you think I was being sarcastic - I wasn't

it makes it easier

Posts: 607

Game: Rise of the Witch King


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# 11brabox Feb 4 2018, 20:43 PM
QUOTE(TheRingisHot @ Feb 4 2018, 18:26 PM) *

Units can immediately enter/exit mine and tunnels without getting stuck ever due to hostile units in front

Oh, I thought it was a fix for units splitting up if you evacuate all while units are still moving into the mine and half the horde is teleported across the map.

If it's a fix for Dwarves exiting mineshafts that'd be really amazing. I'll check it out when I get home (probably the 12th)

Posts: 4,261

Game: Rise of the Witchking 2.01


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# 12Mr.SmOKing Feb 4 2018, 22:51 PM
QUOTE(brabox @ Feb 4 2018, 22:43 PM) *

Oh, I thought it was a fix for units splitting up if you evacuate all while units are still moving into the mine and half the horde is teleported across the map.

If it's a fix for Dwarves exiting mineshafts that'd be really amazing. I'll check it out when I get home (probably the 12th)

It's work fine.

Posts: 607

Game: Rise of the Witch King


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# 13Excelsior Feb 5 2018, 15:15 PM
This "fix" doesn't enable units to seamlessly walk through enemy units, right? We'd need to make sure because that could be a big downside.

Posts: 13,192

Clan: Brothers of War

Game: Rise of the Witch King


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# 14Mr.SmOKing Feb 5 2018, 15:37 PM
QUOTE(Excelsior @ Feb 5 2018, 17:15 PM) *

This "fix" doesn't enable units to seamlessly walk through enemy units, right? We'd need to make sure because that could be a big downside.

Yes.

Posts: 607

Game: Rise of the Witch King


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# 15^Striker^ Feb 5 2018, 15:43 PM
Sounds good but, as i expected, it caused a version mismatch cause other players didn't have the file in their directory, so i didn't have the chance to test it. It shouldn't be used until the staff approves and includes it into a future 2.02 version.

Posts: 410

Game: Rise of the Witchking 2.01


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# 16Excelsior Feb 5 2018, 15:47 PM
QUOTE(^Striker^ @ Feb 5 2018, 15:43 PM) *

Sounds good but, as i expected, it caused a version mismatch cause other players didn't have the file in their directory, so i didn't have the chance to test it. It shouldn't be used until the staff approves and includes it into a future 2.02 version.

I agree. Well, if it's a test file, that's fine - so long as you disable or remove it when playing with others.

Posts: 13,192

Clan: Brothers of War

Game: Rise of the Witch King


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# 17brabox Feb 5 2018, 15:57 PM
Assuming the fix works it's good work.

That said, this topic is confusing and useless. The fix is not big enough to warrant a hotfix so people using this will only cause mismatches etc.

Posts: 4,261

Game: Rise of the Witchking 2.01


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# 18Mr.SmOKing Feb 5 2018, 16:04 PM
QUOTE(brabox @ Feb 5 2018, 17:57 PM) *

Assuming the fix works it's good work.

That said, this topic is confusing and useless. The fix is not big enough to warrant a hotfix so people using this will only cause mismatches etc.

I find this change very important for gameplay.

Posts: 607

Game: Rise of the Witch King


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# 19brabox Feb 21 2018, 20:56 PM
Unfortunately this code also prevents units from getting stuck in other situations. E.g. cavalry getting stuck in goblins/spiderlings etc.

I don't think it's suitable for 2.02 sad.gif

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Game: Rise of the Witchking 2.01


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# 20Mako Feb 21 2018, 21:00 PM
rip

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Game: Rise of the Witch King


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