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  #41  
Old 03-03-2010, 02:24 PM
DarkMaster DarkMaster is offline
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Quote:
Also, if units do perchance get stuck somehow, you can detect it and teleport them out.
*faints from lack of oxygen*
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  #42  
Old 03-03-2010, 02:32 PM
blackfang blackfang is offline
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you should get air condition or at least a window, sitting in that dark cellar will eventually decrease the amount of oxygen.
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  #43  
Old 03-03-2010, 04:00 PM
Aametherar Aametherar is offline
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Or you could launch a few goblins in to deal with the situation .
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  #44  
Old 03-03-2010, 07:26 PM
DarkMaster DarkMaster is offline
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*has woken up*
I suppose I should get outside more often...

Anyways, there's a feature to detect "unit stuckness"? Would it be possible to just press a button in the editor so that it highlights the areas in which this happens?
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  #45  
Old 03-05-2010, 08:11 PM
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No, but I think you guys are overreacting to "unit stuckness." In all games, it is a possibility but only a very, very small possibility. I've never heard of it happening to any of our designers.

The only cause I can think of for getting a unit stuck is if you build a stronghold with narrow alleyways and backends and script the NPC units to patrol the stronghold where one could potentially corner you into a deadend. But as long as you keep your patrols moving and try to keep your alleys at least two units wide, there's really no reason to worry about getting units stuck.
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  #46  
Old 04-02-2010, 06:23 PM
MadMan MadMan is offline
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The terrain editor seems very user friendly but at the same time powerful. I love the terrain blending idea and also the "invisible wall and bridges" idea. It really opens up the possibilities. For unit editing and stuff you guys should have a look at the Warcraft 3 world editor, it does a FANTASTIC job at that part (they have a VERY bad terrain editor so dont pay attention to that). In wc3 world editor you can edit almost EVERY aspect of a unit.

Anyways once again your terrain editor seems truly epic and i cant wait to try it out
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