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المشاركات: 3   تم الزيارة من: 100 users
26.05.2012 - 16:52
Hello gentlemen. Please, Pinheiro and Hugosch, don't kill this thread as it has original ideas pertaining to the update.

It has occurred to me in that there may be another solution to the unbreakable wall glitch, which could make our beloved Flower Power come back into play.

It has been mentioned the game processes each movement in the same priority randomly, then moving on to lower priority ones, thus proving the existence of a Movement Process Loop. This mechanism would be what makes movements viable. My idea is that a hook is inserted inside this loop to deal with the unbreakable wallglitch.

My first idea involved making unit stacks moving inside cities be as low priority as possible, making the turnblocking of said units a certainty. Unfortunately, in that desperate hour where you have 20 units outside your capital and you rush them inside to defend it, they could be easily turnblocked and thus making your efforts irrelevant and possibly costing you the game, unless you're Desu.

There could be a way around this. The wallglitch problem is that when you attack one of the units, the attack either doesn't occur or it does, but your units are left outside the wall created by other units. Assuming there is a function in the game that detects whether or not there are units in an area (could be the same that detects stealth units), the hook would consist of something along the lines of (keep in mind that this is between turns):

If (there are enemy units within X distance of city Y) and (there are allied units within X distance of city Y) {
..if (enemy units would occupy same space as allied units) {
....Move allied units a little farther away.
..}
}

The difference between what used to happen is that the priority is always of the enemy units closer to the city. Therefore when I attacked one of those 4 units that make up the wall, if the enemy moved them inside and then outside again, the newly placed units would be farther away and my remaining units would be inside of his wall, breaking it.

Before, the priority of whoever stayed closer to the city in a case like this was random, sometimes your units had the priority and your enemy was screwed, sometimes his units would have the priority and you would be screwed.

Please tell me what you think of this idea.

Posts such as "HURR DURR IT WONT B CHANGED ANEWAYS" won't be missed, so please avoid them.
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كتب بواسطة Mahdi, 23.11.2013 at 20:30

I don't consider the phrase "massive fag" to be an insult. Mods did.
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07.05.2014 - 13:07
baby_bullet86
تم حذف الحساب
كتب بواسطة notserral, 26.05.2012 at 16:52

Hello gentlemen. Please, Pinheiro and Hugosch, don't kill this thread as it has original ideas pertaining to the update.

It has occurred to me in that there may be another solution to the unbreakable wall glitch, which could make our beloved Flower Power come back into play.

It has been mentioned the game processes each movement in the same priority randomly, then moving on to lower priority ones, thus proving the existence of a Movement Process Loop. This mechanism would be what makes movements viable. My idea is that a hook is inserted inside this loop to deal with the unbreakable wallglitch.

My first idea involved making unit stacks moving inside cities be as low priority as possible, making the turnblocking of said units a certainty. Unfortunately, in that desperate hour where you have 20 units outside your capital and you rush them inside to defend it, they could be easily turnblocked and thus making your efforts irrelevant and possibly costing you the game, unless you're Desu.

There could be a way around this. The wallglitch problem is that when you attack one of the units, the attack either doesn't occur or it does, but your units are left outside the wall created by other units. Assuming there is a function in the game that detects whether or not there are units in an area (could be the same that detects stealth units), the hook would consist of something along the lines of (keep in mind that this is between turns):

If (there are enemy units within X distance of city Y) and (there are allied units within X distance of city Y) {
..if (enemy units would occupy same space as allied units) {
....Move allied units a little farther away.
..}
}

The difference between what used to happen is that the priority is always of the enemy units closer to the city. Therefore when I attacked one of those 4 units that make up the wall, if the enemy moved them inside and then outside again, the newly placed units would be farther away and my remaining units would be inside of his wall, breaking it.

Before, the priority of whoever stayed closer to the city in a case like this was random, sometimes your units had the priority and your enemy was screwed, sometimes his units would have the priority and you would be screwed.

Please tell me what you think of this idea.

Posts such as "HURR DURR IT WONT B CHANGED ANEWAYS" won't be missed, so please avoid them.

*forever alone* *no reply* poor pulse
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07.05.2014 - 13:27
Sorry, Pulse, but I will have to kill this thread anyway

Please bullet, avoid doing that in the future. Locked.
----
"Whenever death may surprise us, let it be welcome if our battle cry has reached even one receptive ear and another hand reaches out to take up our arms".
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