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adjusted movedeffs #2701

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@drivver44 drivver44 commented Mar 7, 2024

Work done

adjusted all freely available movedeffs (jugg is not included but is planned 7x7)
screenshots will be coming later

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minor note
jugg would be moved from a 5x5 movedeff to a 7x7

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Perhaps we need a new naming scheme for movetypes?

ABOT2 -> AmphibiousBotSmall

Or something like that.

Comment on lines +60 to +61
footprintx = 3,
footprintz = 3,
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Shouldn't this be called ABOT3 now? It seemed the name was intended to match the foorptinr size,

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i can do that at a later time
im going to soft resolve all of the naming issues later before a merge occurs

Comment on lines +83 to +84
footprintx = 4,
footprintz = 4,
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Shouldn't this be called ATANK4 now? It seemed the name was intended to match the foorptinr size,

Comment on lines +194 to +195
footprintx = 3,
footprintz = 3,
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Shouldn't this be called HOVER3 now? It seemed the name was intended to match the foorptinr size,

Comment on lines +206 to +207
footprintx = 4,
footprintz = 4,
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Shouldn't this be called HOVER4 now? It seemed the name was intended to match the foorptinr size,

Comment on lines +247 to +248
footprintx = 5,
footprintz = 5,
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Shouldn't this be called HOVER5 now? It seemed the name was intended to match the foorptinr size,

Comment on lines +296 to +297
footprintx = 3,
footprintz = 3,
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Shouldn't this be called TANK3 now? It seemed the name was intended to match the foorptinr size,

Comment on lines +342 to +343
footprintx = 4,
footprintz = 4,
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Shouldn't this be called MTANK4 now? It seemed the name was intended to match the foorptinr size,

Comment on lines +505 to +506
footprintx = 5,
footprintz = 5,
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Shouldn't this be called HTBOT5 now? It seemed the name was intended to match the foorptinr size,

@Beherith Beherith marked this pull request as draft March 7, 2024 12:08
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drivver44 commented Mar 7, 2024

Perhaps we need a new naming scheme for movetypes?

ABOT2 -> AmphibiousBotSmall

Or something like that.

honestly the whole naming scheme of movedeffs should be reworked
its been something ive intended to do since atleast the movedeff merger i made a while ago
but i think that would be best done as a seperate PR to this PR for ease of looking at the actual changes for a better more spread out history

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mass list of all changes for documentation purposes

please note that this is using a single unit as a refference for the entire movedeff change
for all units affected do look at movedeffs.lua for the full list of unitdeff names affected

commander movedeff changes COMMANDERBOT
proposed
image
current
image

pawn BOT3
proposed
image
current
image

hound(fido) BOT4
proposed
image
current
image
side note i think hound should go to bot3 but its in bot4 currently
just an optimization thats possible and best followed through

jethro abot2
proposed
image
current
image

poison arrow atank3
proposed
image
current
image
note needs split here
corgarp uses this movedeff and does not really belong on this movedeff with this specificed spacing

sweeper hover2
proposed
image
current
image

halberd hover3
proposed
image
current
image
needs slight split and merge here
some of the hover tanks do not fit this movedeff now and very much fit into hover2

lunkhead hhover4
proposed
image
current
image

platypus hover5
proposed
image
current
image

blitz tank 2
proposed
image
current
image

printer mtank3
proposed
image
current
image

kargeneth
proposed
image

current
image

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marcushutchings commented Mar 8, 2024

All my comments are merely suggestions. If there's a bigger plan in motion then that's fine. But be careful of increasing the footprint if it is purely to spread out units - it will also impact the gaps between buildings that units can walk through: i.e. they can get trapped more easily.

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6AKU66 commented Mar 11, 2024

What is the goals of those adjustment btw?

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6AKU66 commented Mar 11, 2024

Personally i'm for adjustments when it's will help avoid clipping of units to each other.

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drivver44 commented Mar 11, 2024 via email

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6AKU66 commented Mar 11, 2024

Hm... I don't see that it's a good idea adjusting movedeffs for fixing this problem. And i think it's gonna cause problems like:

  1. Units will get more easily stuck not only in buildings, but in trees, rocks, unit's wrecks and in shallow map's gaps;
  2. When units gonna collide it's gonna looks strange when unit's model pushing another unit's model telekinetically;
  3. Players gonna have less control (and players generally don't like lack of control) over how compact they want them's army to be.

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drivver44 commented Mar 11, 2024 via email

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3 participants