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Please please please please fix dirtbag for high metal games

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Date Editor Before After
5/1/2023 10:13:44 PMGBrankdyth68 before revert after revert
5/1/2023 10:11:29 PMGBrankdyth68 before revert after revert
Before After
1 The dirtbag terraform north requiring QWOP to get rid (and even more QWOP hell to carefully move units 10 elmos to fire through valleys and realize what bits of terrain are ACTUALLY pathable by each unit and which pathfinding THINKS are pathable) of was a big factor in outcome, but the bigger one was south recluses being countered by nothing because all south west saw was dirtbags. 1 The dirtbag terraform north requiring QWOP to get rid (and even more QWOP hell to carefully move units 10 elmos to fire through valleys and realize what bits of terrain are ACTUALLY pathable by each unit and which pathfinding THINKS are pathable) of was a big factor in outcome, but the bigger one was south recluses being countered by nothing because all south west saw was dirtbags.
2 \n 2 \n
3 If there were a good smoothing unit people could build that would automatically smooth away dirtbag bumps it'd make playing against them a lot more fun. But that's actually more like removing the terra ability of dirtbag. 3 If there were a good smoothing unit people could build that would automatically smooth away dirtbag bumps it'd make playing against them a lot more fun. But that's actually more like removing the terra ability of dirtbag.
4 But given how little blobs of terra create UX pain/legibility issues when it comes to pathfinding and line of sight questions it'd probably make the game more fun just to remove the dirt part entirely any way (as I don't think the pathing/LoS legibility issues are solvable without orders of magnitude more resources than this project has). 4 But given how little blobs of terra create UX pain/legibility issues when it comes to pathfinding and line of sight questions it'd probably make the game more fun just to remove the dirt part entirely any way (as I don't think the pathing/LoS legibility issues are solvable without orders of magnitude more resources than this project has).
5 \n
6 The central dirtbags themselves getting extremely confused on pathing at 12:03 is probably a good example of this.