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| Do we need movement Patch? | | Fer Sure!! | | 87% | [ 13 ] | | Not Even! | | 13% | [ 2 ] |
| | Total Votes : 15 | | |
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TF-Lord-hawk-claw

Posts: 304 Join date: 2009-07-18 Age: 19 Location: Southern California
 | Subject: Movement Patch Fri Jun 04, 2010 10:39 pm | |
| Think bout it guys. we NEED one. it is the only thing stoping us from having EPIC LOTRs type battles. how would we be able to do this? is it evem possible? |
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Capt Savage

Posts: 225 Join date: 2008-12-02 Age: 27 Location: North Bend, WA
 | Subject: Re: Movement Patch Sat Jun 05, 2010 6:03 am | |
| you need to explain yourself |
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roulthegreat
Posts: 9 Join date: 2010-05-31 Age: 23 Location: Litchfield NH
 | Subject: Re: Movement Patch Sat Jun 05, 2010 6:04 pm | |
| are you referring to fixing pathfinding or adding attack move functions or something? |
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TF-Lord-hawk-claw

Posts: 304 Join date: 2009-07-18 Age: 19 Location: Southern California
 | Subject: Re: Movement Patch Sat Jun 05, 2010 7:51 pm | |
| like makinging it so when you have 1000+ units the people dont just sit there stuck behind other units. so yeah a pathfinding patch. whats the point of the switcher allowing you 5000 unitss if they cant even walk if you build them??? |
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KD-Sage Lead Designer of Ta Kingdoms: The New Era

Posts: 516 Join date: 2008-08-02 Age: 26 Location: West Haven
 | Subject: Re: Movement Patch Sat Jun 05, 2010 9:28 pm | |
| Don't just patroll them, learn how to controll them  _________________ http://takuniverse.webs.com/ - TAK downloads www.cristian-fuentealba.com - Graphic Design
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Bardan
Posts: 173 Join date: 2010-05-26 Age: 27 Location: Florence
 | Subject: Re: Movement Patch Sat Jun 05, 2010 10:43 pm | |
| No, what he's saying is... when you have even as few as the original 200, sometimes the units get backed up because they don't particularly take the BEST possible option to get from Point A to Point B. Hell, just yesterday I had 50 units in my offensive (in a 300 limit game) get hung up coming out of the gap between the big Tarosian Earthen Walls. The map was Walls of Elam... those two gaps are pretty important and if I can't even get 50 troops - nevermind 10 at a time - there's no point.
It's not about patrolling them or controlling them or even what processor your computer has. If the game doesn't have the bet possible instructions to do what needs done with the units - 4, 180, or 5,000 - then you'll always have those back-ups. Thus the game needs a patch to adequately and efficiently direct them all along the best path. |
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TF-Lord-hawk-claw

Posts: 304 Join date: 2009-07-18 Age: 19 Location: Southern California
 | Subject: Re: Movement Patch Sun Jun 06, 2010 12:49 am | |
| YES!!!! exactly what i mean. we need to get together and do this guys |
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roulthegreat
Posts: 9 Join date: 2010-05-31 Age: 23 Location: Litchfield NH
 | Subject: Re: Movement Patch Sun Jun 06, 2010 9:31 am | |
| I guess since i've never really played multiplayer much it never bothered me.... plus i usually use many smaller groups of units. Most of them are just cannon fodder anyway mwahahahaha X) |
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KD-Sage Lead Designer of Ta Kingdoms: The New Era

Posts: 516 Join date: 2008-08-02 Age: 26 Location: West Haven
 | Subject: Re: Movement Patch Sun Jun 06, 2010 1:19 pm | |
| | Bardan wrote: | No, what he's saying is... when you have even as few as the original 200, sometimes the units get backed up because they don't particularly take the BEST possible option to get from Point A to Point B. Hell, just yesterday I had 50 units in my offensive (in a 300 limit game) get hung up coming out of the gap between the big Tarosian Earthen Walls. The map was Walls of Elam... those two gaps are pretty important and if I can't even get 50 troops - nevermind 10 at a time - there's no point.
It's not about patrolling them or controlling them or even what processor your computer has. If the game doesn't have the bet possible instructions to do what needs done with the units - 4, 180, or 5,000 - then you'll always have those back-ups. Thus the game needs a patch to adequately and efficiently direct them all along the best path. |
I would love to see this on the new era mod, but how can it be done? Any ideas Vaerun? |
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ACE

Posts: 268 Join date: 2008-08-06
 | Subject: Re: Movement Patch Sun Jun 06, 2010 4:00 pm | |
| Yes this is exactly what TAK needs. Maybe the blocking up can be solved by forcing the units into formation so they don't keep bumping into each other turning round etc formations would be especially useful for controlling air units o a row of stone giants |
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roulthegreat
Posts: 9 Join date: 2010-05-31 Age: 23 Location: Litchfield NH
 | Subject: Re: Movement Patch Sun Jun 06, 2010 11:44 pm | |
| i'd love some good formations... is that possible in TAk? O.o |
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Wqaopl

Posts: 184 Join date: 2008-08-14
 | Subject: Re: Movement Patch Mon Jun 07, 2010 8:35 am | |
| im pritty certain that it could be done by incresing the cpu and/memory TAK can use. iven if its inposible to multy cor TAK ive never seen it use all of the cpu on even one. |
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ACE

Posts: 268 Join date: 2008-08-06
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TF-Lord-hawk-claw

Posts: 304 Join date: 2009-07-18 Age: 19 Location: Southern California
 | Subject: Re: Movement Patch Mon Jun 07, 2010 6:04 pm | |
| no i havnt found the code lol ask sage or AXL |
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naton9

Posts: 9 Join date: 2009-11-26 Age: 27
 | Subject: Re: Movement Patch Wed Feb 23, 2011 1:56 am | |
| well if a pathfinder fix isnt possible what about letting military units pass through each other as a tog-able option? |
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