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 Movement Patch

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Do we need movement Patch?
Fer Sure!!
88%
 88% [ 15 ]
Not Even!
12%
 12% [ 2 ]
Total Votes : 17
 

AuthorMessage
TF-Lord-hawk-claw



Posts: 304
Join date: 2009-07-18
Age: 21
Location: Southern California

PostSubject: Movement Patch   Sat Jun 05, 2010 12:39 am

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



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Location: North Bend, WA

PostSubject: Re: Movement Patch   Sat Jun 05, 2010 8:03 am

you need to explain yourself
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roulthegreat



Posts: 9
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Age: 24
Location: Litchfield NH

PostSubject: Re: Movement Patch   Sat Jun 05, 2010 8:04 pm

are you referring to fixing pathfinding or adding attack move functions or something?
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TF-Lord-hawk-claw



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PostSubject: Re: Movement Patch   Sat Jun 05, 2010 9:51 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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Sage
Lead Designer of Ta Kingdoms: The New Era


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Age: 27
Location: West Haven

PostSubject: Re: Movement Patch   Sat Jun 05, 2010 11:28 pm

Don't just patroll them, learn how to controll them Smile

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Bardan



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PostSubject: Re: Movement Patch   Sun Jun 06, 2010 12:43 am

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



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PostSubject: Re: Movement Patch   Sun Jun 06, 2010 2:49 am

YES!!!! exactly what i mean. we need to get together and do this guys
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roulthegreat



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PostSubject: Re: Movement Patch   Sun Jun 06, 2010 11:31 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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Sage
Lead Designer of Ta Kingdoms: The New Era


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PostSubject: Re: Movement Patch   Sun Jun 06, 2010 3:19 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: 267
Join date: 2008-08-06

PostSubject: Re: Movement Patch   Sun Jun 06, 2010 6:00 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



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PostSubject: Re: Movement Patch   Mon Jun 07, 2010 1:44 am

i'd love some good formations... is that possible in TAk? O.o
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Wqaopl



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PostSubject: Re: Movement Patch   Mon Jun 07, 2010 10:35 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: 267
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PostSubject: Re: Movement Patch   Mon Jun 07, 2010 12:49 pm

Wqaopl wrote:
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.

I'm not sure that would solve anything, maybe it would help a bit and would stop the game lagging when theres a high amount of units but if the algorithm is not good enough its still going to send units in the wrong direction. Think of it working just like the targeting scripts, the wisp for example can't hit anything because the script tells it to fire in the wrong place, it doesn't matter if you give it an 8 core cpu it won't fix the broken code.

Is it even possible to increase the cpu and memory tak can use? surely the entire engine would have to be rebuilt Shocked But if it is possible by just changing a few values it would be worthwhile for 5000 unit matches Twisted Evil

Has anyone found the path movement code in the game at all??
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TF-Lord-hawk-claw



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PostSubject: Re: Movement Patch   Mon Jun 07, 2010 8:04 pm

no i havnt found the code lol ask sage or AXL
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naton9



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Age: 28

PostSubject: Re: Movement Patch   Wed Feb 23, 2011 3:56 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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