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 Post subject: New Build Up Time
PostPosted: Tue Dec 28, 2010 5:17 pm 
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I was thinking about some more convenient type of build up time and came up with an idea to set the current build up areas as unreachable during the build up time, instead of teleporting units away. This way we can get rid of two annoying issues, which are:

* Sometimes units are teleported behind buildings, so the only way to get them back is to dismantle these buildings.

* Sometimes player tries to build something (barracks for example) very close to the build up area, but unfortunately he keeps getting his engineers teleported away only because they move 1-2 hexes further (while still being able to construct the building) - this issue is very annoying, especially when an engineer standing at 10, 10 can construct the building, while the one staying at 11, 10 is teleported away.

Changing the build up process to this one would also eliminate the issue with bazookers teleporting units beyond build up time areas (let's say, everything but players' bases would be unreachable).

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 Post subject: Re: New Build Up Time
PostPosted: Tue Dec 28, 2010 5:40 pm 
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What do you think about spamming an area with stones?

Anyway, bazooka will still be able to teleport units to surrounding bases.


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 Post subject: Re: New Build Up Time
PostPosted: Tue Dec 28, 2010 5:45 pm 
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Might be possible (Not looked/tried) to make a new sail command that can change the hex type of an area. So instead of being dirt, it could start off life as unpassable (Whatever its called in the editor) and then be changed to dirt after the build up time.

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 Post subject: Re: New Build Up Time
PostPosted: Tue Dec 28, 2010 5:49 pm 
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Not exactly. Changing type is not needed. Editor can mark a hex unreachable (red cross on a hex which is invisible in game). Could try to make a SAIL function doing this.


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 Post subject: Re: New Build Up Time
PostPosted: Tue Dec 28, 2010 5:51 pm 
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Radzio wrote:
Not exactly. Changing type is not needed. Editor can mark a hex unreachable (red cross on a hex which is invisible in game). Could try to make a SAIL function doing this.


Isn't that the same thing? Afaik its the ground type. I remember a drop down box with options like Dirt/Unpassable/etc

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 Post subject: Re: New Build Up Time
PostPosted: Tue Dec 28, 2010 5:55 pm 
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Radzio wrote:
What do you think about spamming an area with stones?

Anyway, bazooka will still be able to teleport units to surrounding bases.

Of course spamming areas with stones is not what I had in mind.

The bazookers issue can be also solved by using the teleporting idea within players' bases. I mean, SAIL could look for any units that are in area of another side during the build up time. If it finds any, it will just teleport them back to their base.

As far as I know, you're creating some kind of an anti-cheating system that informs players when someone is not following the rules. Let's add the bazookers issue to it as well.

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 Post subject: Re: New Build Up Time
PostPosted: Tue Dec 28, 2010 6:05 pm 
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stucuk wrote:
Radzio wrote:
Not exactly. Changing type is not needed. Editor can mark a hex unreachable (red cross on a hex which is invisible in game). Could try to make a SAIL function doing this.


Isn't that the same thing? Afaik its the ground type. I remember a drop down box with options like Dirt/Unpassable/etc

No.
ph3nom wrote:
Radzio wrote:
What do you think about spamming an area with stones?

Anyway, bazooka will still be able to teleport units to surrounding bases.

Of course spamming areas with stones is not what I had in mind.

The bazookers issue can be also solved by using the teleporting idea within players' bases. I mean, SAIL could look for any units that are in area of another side during the build up time. If it finds any, it will just teleport them back to their base.

As far as I know, you're creating some kind of an anti-cheating system that informs players when someone is not following the rules. Let's add the bazookers issue to it as well.

Let's cause more sync losts, eh? Checking big areas even every 0$1 is really consuming time. However, if we find no other way, I will do it.


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 Post subject: Re: New Build Up Time
PostPosted: Tue Dec 28, 2010 6:21 pm 
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Radzio wrote:
Let's cause more sync losts, eh? Checking big areas even every 0$1 is really consuming time. However, if we find no other way, I will do it.

This seems to be the most reasonable idea anyway.

Going back to the thread. I actually thought that there had already been a function for marking hexes as unreachable. Anyway, creating one would be perfect. It could be also implemented by people in their mods.

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 Post subject: Re: New Build Up Time
PostPosted: Tue Dec 28, 2010 7:10 pm 
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As long as the impassable area is large enough that should be fine right?

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 Post subject: Re: New Build Up Time
PostPosted: Tue Dec 28, 2010 7:31 pm 
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stucuk wrote:
As long as the impassable area is large enough that should be fine right?

We will resize areas and check.


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 Post subject: Re: New Build Up Time
PostPosted: Tue Dec 28, 2010 11:08 pm 
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Radzio wrote:
We will resize areas and check.

I don't mean with the current method. Larger the area is with the current method the more likely sync losses's are. With the unpassable bits is what i was on about. They wouldn't have any checks every X milliseconds.

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 Post subject: Re: New Build Up Time
PostPosted: Wed Dec 29, 2010 9:05 am 
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stucuk wrote:
Radzio wrote:
We will resize areas and check.

I don't mean with the current method. Larger the area is with the current method the more likely sync losses's are. With the unpassable bits is what i was on about. They wouldn't have any checks every X milliseconds.

That's why I suggested resizing.

I have a feeling nobody in this topic understands others xD


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 Post subject: Re: New Build Up Time
PostPosted: Wed Dec 29, 2010 9:44 am 
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By the way, the impassable hexes idea solves also another problem of other maps (different than AB), in which players' units get accidentally teleported to enemies' bases.

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 Post subject: Re: New Build Up Time
PostPosted: Wed Dec 29, 2010 10:51 am 
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ph3nom wrote:
By the way, the impassable hexes idea solves also another problem of other maps (different than AB), in which players' units get accidentally teleported to enemies' bases.

Yes, I know. That topic I made helps collecting bugs ppl didn't tell me about.


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