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adjusted movedeffs #2701
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adjusted movedeffs #2701
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Perhaps we need a new naming scheme for movetypes?
ABOT2 -> AmphibiousBotSmall
Or something like that.
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
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,
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,
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,
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,
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,
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,
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,
honestly the whole naming scheme of movedeffs should be reworked |
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. |
What is the goals of those adjustment btw? |
Personally i'm for adjustments when it's will help avoid clipping of units to each other. |
In short it’s to allow units to not stack up in ways that brick the units
from not firing
…On Mon, Mar 11, 2024 at 3:42 PM AKU ***@***.***> wrote:
What is the goals of those adjustment btw?
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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:
|
This is very early on in development
I should note that pawns are used as an example of what is bad
Not what is good
There are 42 movedeffs in bar
Some can be merged together for simplified entries
How ever there are a lot of units that now need to be put on their own move
deff
Ie poison arrow and garpike use the same movedeff when they shouldn’t be
…On Mon, Mar 11, 2024 at 3:56 PM AKU ***@***.***> wrote:
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 over how compact they want them's
army to be.
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Work done
adjusted all freely available movedeffs (jugg is not included but is planned 7x7)
screenshots will be coming later