New feature: Gates

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Zarel
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Re: New feature: Gates

Post by Zarel »

Firechkn34 wrote:Any news on this?
What sort of news are you asking for?

This feature will not be implemented in a 2.x branch, but will be in 3.0, and is currently available in trunk.
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Wibble199
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Re: New feature: Gates

Post by Wibble199 »

i think its coming in the trunk/future version 3
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JDW
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Re: New feature: Gates

Post by JDW »

Wibble199 wrote:i think its coming in the trunk/future version 3
As mentioned in the FPI, it is scheduled for 3.0. It's already available in the trunk version. But I don't mind if it gets delayed for testing purposes. But if it makes it for 3.0, yipee! :D
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KukY
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Re: New feature: Gates

Post by KukY »

j0shdrunk0nwar wrote:As mentioned in the FPI, it is scheduled for 3.0. It's already available in the trunk version. But I don't mind if it gets delayed for testing purposes. But if it makes it for 3.0, yipee! :D
Well, they are working great now and I see no reason for them not to be included in 3.0. Only thing I mind is that gates don't open until units get on same tile they are on. They should open on units in a radius of at least 1 tile, IMO.
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JDW
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Re: New feature: Gates

Post by JDW »

KukY wrote: Well, they are working great now and I see no reason for them not to be included in 3.0. Only thing I mind is that gates don't open until units get on same tile they are on. They should open on units in a radius of at least 1 tile, IMO.
Yeah, would make movement much smoother. Right now it feels like a checkpoint at first, but once opened, they are okay. :hmm:
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