--BA isn't on github and still uses SVN, so this is the closest I could get to a Pull Request--
Defaults to off (IE, normal BA):
Adds a modoption to BA to allow features including/up to 3x3 to not block unit movement. Projectiles/Aiming is still blocked. Excludes DT ofc.
This will allow small units to path through l1 unit corpses and trees. Specifically helpful for late game when you have chokepoints with wrecks that don't get reclaimed, etc etc etc.
Anyway, like I said, it defaults to off, but it will probably help out in a lot of situations and make some previously unplayable/barely playable maps, playable again.
Cheers
BA PR: New feature - Selectable small wreck blocking
Moderator: Content Developer
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: BA PR: New feature - Selectable small wreck blocking
I can't think of any situations where this is a problem - maps have the ability to make features (small or otherwise) non-blocking if they wish them to be, and it seems natural to me that the map chooses this. Could you point out some maps that cause this problem? Even if some do exist, they aren't amongst the ones that are currently played afaik and in such cases I guess the proper solution is to fix the map.
There is no issue in BA with anything becoming blocked by unit wrecks (although I faintly remember it did happen 5+ years ago). Wrecks are crushable and most large units have sufficient crushstrength to crush small wrecks by just walking over them.
edit: for example, http://springfiles.com/spring/spring-maps/sacrificev1 and http://springfiles.com/spring/spring-maps/throne-2 are regularly played maps with sloped chokepoints and never cause blockage issues.
Your description of your suggested change is not accurate - you've included any feature which has only one axis shorter than 3 squares (it might still potentially be very big, and long e.g. gravitas walls) and you've also included any feature with category containing the word "vegetation" and its mis-spelt cousin "vegitation", which frankly seems arbitrary and odd. So I appreicate the thought but afaics its better as it is.
Also, in BA walls are units, not features, so they are unaffected regardless.
There is no issue in BA with anything becoming blocked by unit wrecks (although I faintly remember it did happen 5+ years ago). Wrecks are crushable and most large units have sufficient crushstrength to crush small wrecks by just walking over them.
edit: for example, http://springfiles.com/spring/spring-maps/sacrificev1 and http://springfiles.com/spring/spring-maps/throne-2 are regularly played maps with sloped chokepoints and never cause blockage issues.
Your description of your suggested change is not accurate - you've included any feature which has only one axis shorter than 3 squares (it might still potentially be very big, and long e.g. gravitas walls) and you've also included any feature with category containing the word "vegetation" and its mis-spelt cousin "vegitation", which frankly seems arbitrary and odd. So I appreicate the thought but afaics its better as it is.
Also, in BA walls are units, not features, so they are unaffected regardless.
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: BA PR: New feature - Selectable small wreck blocking
Maps with ramps and chokepoints with porc at the top. L1 units run up, die, block other l1 units, game turns into the usual shitshow.
But that's the great thing about options... They are optional.
But that's the great thing about options... They are optional.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: BA PR: New feature - Selectable small wreck blocking
That's because some feature authors were apparently illiterate. Those lines are to compensate for that.Silentwings wrote:you've also included any feature with category containing the word "vegetation" and its mis-spelt cousin "vegitation"