thank you for voting,(i will post when the poll is over and give a link to the results)
Edited by zach016, 12 March 2007 - 02:52 AM.
Posted 12 March 2007 - 02:51 AM
Edited by zach016, 12 March 2007 - 02:52 AM.
Posted 12 March 2007 - 03:04 AM
Posted 12 March 2007 - 08:16 AM
Lurking moar since 2004 2003!
Posted 12 March 2007 - 08:20 AM
Posted 12 March 2007 - 08:47 AM
Well I did, to protect buildings, block paths, walling off defenses and yer CY.I never built them in TS so I don't see why I'd start building them now. Adding walls would mess up the pathfinding of units, EA did not leave them out for no reason. I'd rather have no walls. You can always mod them into the game if you really must.
Lurking moar since 2004 2003!
Posted 12 March 2007 - 08:55 AM
Posted 12 March 2007 - 09:08 AM
Well then EA should do something about it that it is possible...According to EA they mess up the pathfinding. They left them out and for a reason.
Just because a lot of people say something, doesn't mean it's valid. A lot of people don't know much of how to make a game.
Oh I agree.I don't believe we should start a heated discussion about it, as it's pointless.
Lurking moar since 2004 2003!
Posted 12 March 2007 - 11:25 AM
Posted 12 March 2007 - 12:58 PM
I never built them in TS so I don't see why I'd start building them now. Adding walls would mess up the pathfinding of units, EA did not leave them out for no reason. I'd rather have no walls. You can always mod them into the game if you really must.
Posted 12 March 2007 - 02:48 PM
QFTI like walls. A lot. It's a shame that they're not included because they are capable of adding considerable depth to base building strategies if implemented correctly.
My experiences are that even tho pathfinding is a lot better than in BFME I, the pathfinding still wasn't perfect at BFME II. Just a straight line wall was handled fine most of the time, but whenever you started doing things beyond simple, pathfinding could become problematic.And bollocks to pathfinding because they were included and totally functional in BfME II, the AI in CnC3 is able to navigate impassible barricades such as cliffs, water, large structures and even unit blockades. Let's face it they've been left out for some other reason. The pathfinding in CnC 3 is only two dimensional, being a standard top-down RTS after all.
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
Posted 12 March 2007 - 05:22 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
Posted 12 March 2007 - 05:24 PM
Posted 12 March 2007 - 06:10 PM
Posted 12 March 2007 - 06:42 PM
And I won't . But I think it's pure BS to start a petition for it and some people whining "OMG if it doesn't have walls I won't buy the game!!1".Also, I get the fact that some people don't want walls, but certainly, if you don't like walls, don't build them
Same.Never been a fan of walls. Seems to always confuse your own units so they stay still, or they try and blow a hole in your own defensive wall.
Would rather spend my money on more units.
Posted 13 March 2007 - 05:04 PM
Posted 13 March 2007 - 06:58 PM
0 members, 0 guests, 0 anonymous users