| Movement Patch | |
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+7Wqaopl ACE Bardan Sage roulthegreat Capt Savage TF-Lord-hawk-claw 11 posters |
Do we need movement Patch? | Fer Sure!! | | 89% | [ 16 ] | Not Even! | | 11% | [ 2 ] |
| Total Votes : 18 | | |
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TF-Lord-hawk-claw
Posts : 315 Reputation : 0 Join date : 2009-07-18 Age : 30 Location : Southern California
| Subject: Movement Patch Fri Jun 04, 2010 11:39 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 : 303 Reputation : 2 Join date : 2008-12-02 Age : 38 Location : North Bend, WA
| Subject: Re: Movement Patch Sat Jun 05, 2010 7:03 am | |
| you need to explain yourself | |
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roulthegreat
Posts : 9 Reputation : 0 Join date : 2010-05-31 Age : 34 Location : Litchfield NH
| Subject: Re: Movement Patch Sat Jun 05, 2010 7:04 pm | |
| are you referring to fixing pathfinding or adding attack move functions or something? | |
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TF-Lord-hawk-claw
Posts : 315 Reputation : 0 Join date : 2009-07-18 Age : 30 Location : Southern California
| Subject: Re: Movement Patch Sat Jun 05, 2010 8:51 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 The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Movement Patch Sat Jun 05, 2010 10:28 pm | |
| Don't just patroll them, learn how to controll them | |
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Bardan
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 39 Location : Proletariat Republic of Arza
| Subject: Re: Movement Patch Sat Jun 05, 2010 11:43 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 : 315 Reputation : 0 Join date : 2009-07-18 Age : 30 Location : Southern California
| Subject: Re: Movement Patch Sun Jun 06, 2010 1:49 am | |
| YES!!!! exactly what i mean. we need to get together and do this guys | |
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roulthegreat
Posts : 9 Reputation : 0 Join date : 2010-05-31 Age : 34 Location : Litchfield NH
| Subject: Re: Movement Patch Sun Jun 06, 2010 10:31 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 The New Era Expansion Project
Posts : 1226 Reputation : 8 Join date : 2008-08-02 Age : 37 Location : West Haven
| Subject: Re: Movement Patch Sun Jun 06, 2010 2:19 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 : 265 Reputation : 0 Join date : 2008-08-06
| Subject: Re: Movement Patch Sun Jun 06, 2010 5:00 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 Reputation : 0 Join date : 2010-05-31 Age : 34 Location : Litchfield NH
| Subject: Re: Movement Patch Mon Jun 07, 2010 12:44 am | |
| i'd love some good formations... is that possible in TAk? O.o | |
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Wqaopl
Posts : 216 Reputation : 2 Join date : 2008-08-14
| Subject: Re: Movement Patch Mon Jun 07, 2010 9:35 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 : 265 Reputation : 0 Join date : 2008-08-06
| Subject: Re: Movement Patch Mon Jun 07, 2010 11:49 am | |
| - 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 But if it is possible by just changing a few values it would be worthwhile for 5000 unit matches Has anyone found the path movement code in the game at all?? | |
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TF-Lord-hawk-claw
Posts : 315 Reputation : 0 Join date : 2009-07-18 Age : 30 Location : Southern California
| Subject: Re: Movement Patch Mon Jun 07, 2010 7:04 pm | |
| no i havnt found the code lol ask sage or AXL | |
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naton9
Posts : 13 Reputation : 0 Join date : 2009-11-26 Age : 38
| 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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Wqaopl
Posts : 216 Reputation : 2 Join date : 2008-08-14
| Subject: Re: Movement Patch Tue Mar 01, 2011 1:35 pm | |
| nice idea to the problem and probably posible cos it will only involve deleating part if the unit files. | |
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naton9
Posts : 13 Reputation : 0 Join date : 2009-11-26 Age : 38
| Subject: Re: Movement Patch Tue Mar 01, 2011 3:38 pm | |
| it also doesn't help when units set to patrol attack something then try and move backwards back to their patrol route instead of just continuing to their destination. moving backwards against a crowd moving forward just causes a mess | |
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Joker
Posts : 380 Reputation : 0 Join date : 2009-08-22 Age : 35 Location : evereywhere
| Subject: Re: Movement Patch Tue Mar 01, 2011 4:07 pm | |
| There are some stuff that must be changed, but mainly are impossible to change, we are not professional, if we knew how, these problems would be already fixed. Just deal with it | |
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$_ARTHAN
Posts : 759 Reputation : 0 Join date : 2011-03-01 Age : 35 Location : Greece
| Subject: Re: Movement Patch Sun Nov 18, 2012 5:53 pm | |
| I am just posting here to mention that a pathfinding fix has finally been made (thanks to Vaerun), download it from the link below and run it via TAK Switcher: https://skydrive.live.com/redir.aspx?cid=b13738054375d0a3&resid=B13738054375D0A3!231&parid=B13738054375D0A3!152 | |
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Bardan
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 39 Location : Proletariat Republic of Arza
| Subject: Re: Movement Patch Sat Jun 29, 2013 11:32 am | |
| Granted it's months late, but that link no longer works. | |
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DeeKay Administrator
Posts : 531 Reputation : 26 Join date : 2011-03-19 Age : 25 Location : Brazil - SP
| Subject: Re: Movement Patch Sat Jun 29, 2013 1:42 pm | |
| Download from here: https://dl.dropboxusercontent.com/s/pftedjro7ntxldu/TAK%20Pathfinding.rar?token_hash=AAFpV2lAxargmmowhH4FlIZM0gUG4etxpjNPDpLmOQZSDg&dl=1
^^! | |
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