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Rise of the Witch King

Units no stack with this file

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# 21Mr.SmOKing Feb 21 2018, 21:19 PM
QUOTE(brabox @ Feb 21 2018, 22:56 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

cavalry stuck in gobs and other infantry.

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Game: Rise of the Witch King


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# 22brabox Feb 22 2018, 00:33 AM
QUOTE(Mr.SmOKing @ Feb 21 2018, 22:19 PM) *

cavalry stuck in gobs and other infantry.

With this file?

EDIT: To clarify: I'm not saying cav don't slow down. I'm saying they don't get stuck. E.g. in spiderlings for instance. They should.

This post has been edited by brabox: Feb 22 2018, 00:58 AM

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Game: Rise of the Witchking 2.01


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# 23Mr.SmOKing Feb 22 2018, 08:49 AM
QUOTE(brabox @ Feb 22 2018, 02:33 AM) *

With this file?

EDIT: To clarify: I'm not saying cav don't slow down. I'm saying they don't get stuck. E.g. in spiderlings for instance. They should.

Why they should? Cav->Spiders in pvp.

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Game: Rise of the Witch King


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# 24Mr.SmOKing Feb 22 2018, 08:49 AM
QUOTE(brabox @ Feb 22 2018, 02:33 AM) *

With this file?

EDIT: To clarify: I'm not saying cav don't slow down. I'm saying they don't get stuck. E.g. in spiderlings for instance. They should.

Why they should? Cav->Spiders in pvp.

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Game: Rise of the Witch King


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# 25TheRingisHot Feb 22 2018, 10:10 AM
na, lings kill most basic cav off

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Game: Rise of the Witch King


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# 26brabox Feb 22 2018, 10:54 AM
QUOTE(Mr.SmOKing @ Feb 22 2018, 09:49 AM) *

Why they should? Cav->Spiders in pvp.

The spiderling thing is just an example. Units that move into other units should get stuck, that's very much part of the established gameplay. It's not just related to cavalry.

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Game: Rise of the Witchking 2.01


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# 27Mr.SmOKing Feb 22 2018, 11:37 AM
QUOTE(brabox @ Feb 22 2018, 12:54 PM) *

The spiderling thing is just an example. Units that move into other units should get stuck, that's very much part of the established gameplay. It's not just related to cavalry.

sometimes they stuck and wait something, no fight - its stupid.

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Game: Rise of the Witch King


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# 28Excelsior Feb 22 2018, 11:40 AM
You don't understand how big this is. Units getting stuck between others is ingrained into RotWK's gameplay. It would be game-changing to suddenly remove it. You may not notice the change immediately, but it'll have adverse effects, than I can assure you.

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Game: Rise of the Witch King


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# 29Mr.SmOKing Feb 22 2018, 11:47 AM
QUOTE(Excelsior @ Feb 22 2018, 13:40 PM) *

You don't understand how big this is. Units getting stuck between others is ingrained into RotWK's gameplay. It would be game-changing to suddenly remove it. You may not notice the change immediately, but it'll have adverse effects, than I can assure you.

I know, but they must stuck in tunnels/mineshafts? Example MU Gobs-Elfs, spiders cant deal damage to lorien archers because they stuck in pikes and they need 3-4 sec to retreat, in its time they will be killed:(

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Game: Rise of the Witch King


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# 30Excelsior Feb 22 2018, 11:51 AM
If this change could be introduced individually, it most certainly be viable, but the change in its entirely just won't do.

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# 31Ab3r` Feb 22 2018, 12:56 PM
I don't think everyone is one the same page here.

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# 32Excelsior Feb 22 2018, 14:35 PM
QUOTE(Ab3r` @ Feb 22 2018, 12:56 PM) *

I don't think everyone is one the same page here.

Enlighten us.

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Game: Rise of the Witch King


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# 33FotosKaroullas Feb 22 2018, 14:42 PM
Can't you just do it as an ability for 1 or 2 seconds after exiting a tunnel/mine?

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Game: Rise of the Witch King


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# 34Excelsior Feb 22 2018, 14:47 PM
QUOTE(FotosKaroullas @ Feb 22 2018, 14:42 PM) *

Can't you just do it as an ability for 1 or 2 seconds after exiting a tunnel/mine?

No, at least not to my knowledge.

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Clan: Brothers of War

Game: Rise of the Witch King


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# 35TheRingisHot Feb 22 2018, 15:45 PM
I would at least test it

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# 36brabox Feb 22 2018, 15:45 PM
QUOTE(FotosKaroullas @ Feb 22 2018, 15:42 PM) *

Can't you just do it as an ability for 1 or 2 seconds after exiting a tunnel/mine?

This fix simply toggles a global value that changes how all units' decision making works. It can't be tied to a bonus somehow post-13661-1143531603.gif

QUOTE(TheRingisHot @ Feb 22 2018, 16:45 PM) *

I would at least test it

I did. Units don't simply walk through other hordes (fortunately). But they don't get stuck anymore, ever. Makes it much harder to catch archers with melee units because they can just run away.

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Game: Rise of the Witchking 2.01


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# 37Mako Feb 22 2018, 16:13 PM
Just to know if i understood correctly. Other rts games unity walk through other horders right?

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# 38TheDestroyer001 Feb 22 2018, 16:54 PM
QUOTE(brabox @ Feb 22 2018, 07:45 AM) *

This fix simply toggles a global value that changes how all units' decision making works. It can't be tied to a bonus somehow post-13661-1143531603.gif
I did. Units don't simply walk through other hordes (fortunately). But they don't get stuck anymore, ever. Makes it much harder to catch archers with melee units because they can just run away.


Sounds like a pretty big change. Idk if that's good or bad overall. Most people are used to the fact units can trap other units by now. Changing that could have a vast effect on more than just exiting mines and such.

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# 39Mr.SmOKing Feb 22 2018, 17:10 PM
QUOTE(brabox @ Feb 22 2018, 17:45 PM) *

This fix simply toggles a global value that changes how all units' decision making works. It can't be tied to a bonus somehow post-13661-1143531603.gif
I did. Units don't simply walk through other hordes (fortunately). But they don't get stuck anymore, ever. Makes it much harder to catch archers with melee units because they can just run away.

harder but not for gobs, its do this MU more balanced for me. Now i can say Elves->Gobs.

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Game: Rise of the Witch King


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# 40Atrimotion Feb 22 2018, 19:45 PM
Does it work on bfme2 patches ?

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