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Rise of the Witch King

Units no stack with this file

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# 41Mr.SmOKing Feb 22 2018, 20:27 PM
QUOTE(Atrimotion @ Feb 22 2018, 21:45 PM) *

Does it work on bfme2 patches ?

It's can be changed, but not this file.

Posts: 607

Game: Rise of the Witch King


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# 42MauHúR Feb 22 2018, 21:32 PM
QUOTE(Mr.SmOKing @ Feb 22 2018, 17:10 PM) *

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

If that changes something about the balance of that MU for you then you're doing sth wrong tongue.gif

I also dont think the getting stuck thing is a huge problem for Dwarves, people just give a thousand commands to the Guardians when they're still in the Mine, which makes them remain stuck even longer.


Posts: 3,707

Game: Rise of the Witch King


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# 43Mr.SmOKing Feb 22 2018, 22:07 PM
QUOTE(MauHúR @ Feb 22 2018, 23:32 PM) *

If that changes something about the balance of that MU for you then you're doing sth wrong tongue.gif

I also dont think the getting stuck thing is a huge problem for Dwarves, people just give a thousand commands to the Guardians when they're still in the Mine, which makes them remain stuck even longer.

You justify EA bugs...

Posts: 607

Game: Rise of the Witch King


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# 44brabox Feb 22 2018, 22:33 PM
QUOTE(Mr.SmOKing @ Feb 22 2018, 23:07 PM) *

You justify EA bugs...

That's not what justify means.

He says: the bug's effect can be reduced by not giving any orders to exiting units.

Justifying would be if Solas said sth like: well it's actually good because otherwise Dwarves would be OP so let's not fix this bug.

Posts: 4,267

Game: Rise of the Witchking 2.01


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# 45Excelsior Feb 23 2018, 01:16 AM
I think we can all understand that the 'stuck unit bug' isn't ideal, but it can be minimised - and that's what's important. This supposed fix is guaranteed to cause more harm than good if it indeed allows all units to path through each other seamlessly. We'd need to thoroughly test this code change before it can be implemented.

Posts: 13,196

Clan: Brothers of War

Game: Rise of the Witch King


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# 46Mr.SmOKing Feb 23 2018, 11:33 AM
QUOTE(brabox @ Feb 23 2018, 00:33 AM) *

That's not what justify means.

He says: the bug's effect can be reduced by not giving any orders to exiting units.

Justifying would be if Solas said sth like: well it's actually good because otherwise Dwarves would be OP so let's not fix this bug.

But now Dwarves UP with unclosed random and this stupid bug.

Posts: 607

Game: Rise of the Witch King


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# 47Ab3r` Feb 23 2018, 12:05 PM
We all want the bug removed but this isn’t the solution, people shouldn’t be downloading as it will cause mismatches when playing online.

Posts: 4,650

Game: Battle for Middle Earth 2


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# 48MauHúR Feb 23 2018, 13:59 PM
QUOTE(Mr.SmOKing @ Feb 22 2018, 22:07 PM) *

You justify EA bugs...

I gave you a bit of a consolation since your fix has too many bad side-effects.


Posts: 3,707

Game: Rise of the Witch King


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# 49Mr.SmOKing Feb 23 2018, 14:29 PM
QUOTE(MauHúR @ Feb 23 2018, 15:59 PM) *

I gave you a bit of a consolation since your fix has too many bad side-effects.

Thank you, you are very kind.
(No need)

Posts: 607

Game: Rise of the Witch King


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# 50Excelsior Mar 3 2018, 19:39 PM
So any word on this code? Has anybody tested it thoroughly?

Posts: 13,196

Clan: Brothers of War

Game: Rise of the Witch King


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# 51Mr.SmOKing Mar 3 2018, 21:11 PM
QUOTE(Excelsior @ Mar 3 2018, 21:39 PM) *

So any word on this code? Has anybody tested it thoroughly?

Ask Brabox, DJP.

Posts: 607

Game: Rise of the Witch King


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# 52brabox Mar 4 2018, 13:49 PM
QUOTE(Excelsior @ Mar 3 2018, 20:39 PM) *

So any word on this code? Has anybody tested it thoroughly?

Just read back the topic, it is not suitable.

Posts: 4,267

Game: Rise of the Witchking 2.01


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