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Thread: Guard Post block - fix?

  
  1. #1
    Fly Trotim's Avatar
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    Default Guard Post block - fix?

    As you all probably know, it's possible to keep any creature from moving from water onto a tile by placing Guard Post tiles on it, effectively blocking them out. Now while some advanced realms require that... I was wondering if that exploit was fixable. It simply wasn't intended by the original developers and doesn't make sense gameplay-wise either.

    So can this exploit be fixed, and how? Should it be fixed?

  2. #2
    Elite Dragon Mothrayas's Avatar
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    Default Re: Guard Post block - fix?

    IMO this doesn't need to be fixed.

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  3. #3
    Ghost
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    Default Re: Guard Post block - fix?

    Same goes for the Temple, but "fixing" it would be wrong imo.

    Besides some maps require this trick to win them.

  4. #4
    Elite Dragon Mothrayas's Avatar
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    Default Re: Guard Post block - fix?

    Quote Originally Posted by Krizzie View Post
    Besides some maps require this trick to win them.
    Official/DD maps or unofficial maps? If it's the former, this definitely needs to remain as is.

    The Awakening


  5. #5
    Ghost
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    Default Re: Guard Post block - fix?

    The (Post) Ancient Keeper Campaign requires it.

  6. #6
    Hellhound
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    Default Re: Guard Post block - fix?

    I personally like the Guard Post blockades, that way I can mess around without much interference from the enemy.

    However, if the developers really didn't plan on them being in the game, it may be fun to try and make our way through the campaign mode without the blockading posts.

  7. #7
    Fly Trotim's Avatar
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    Default Re: Guard Post block - fix?

    Err... I am very certain the original Dungeon Keeper campaign never required this exploit (or that the devs intended it to be used - they most likely didn't even know this bug existed).

  8. #8
    KeeperFX Author mefistotelis's Avatar
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    Default Re: Guard Post block - fix?

    It is true that many unofficial maps uses this as a game feature.

    But it's also true that it looks ridiculous when evil monsters can't go up such short wall...

    Currently I can't fix that yet, but it's definitely good subject for discussion.

  9. #9
    Awakening Game Master Metal Gear Rex's Avatar
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    Default Re: Guard Post block - fix?

    Personally, it is upon the player if you ask me. I have never took advantage of this bug recently, but in the past I did. Like when I opened up into the water too soon with the Heroes (The water that connects up to the direct Northern Keeper) in that one DD level (#4 I think, can't remember the name) where you begin with 4 Warlocks. I wanted to be ready, but now I just let what happens happen.

    Quote Originally Posted by Mothrayas
    Official/DD maps or unofficial maps? If it's the former, this definitely needs to remain as is.
    I think you mean the latter, but if you are correct in your term of use it in being the former, I dare say I have no idea what you mean since I never need that (Especially in official, it is too damn easy, some DD is easy too)

    I'm urged to play Belial again... last time I was there I had total pawnage with SKeletons. Maybe now I'll ignore that, going to be a real Dungeon Keeper this time and not abuse the Prison/Torture Chamber...
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    Forever Hiatus. Probably. Latest Version: 3.5 w/Levels 1-11 Revised.

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  10. #10
    Dragon DragonsLover's Avatar
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    Default Re: Guard Post block - fix?

    I don't think it should be fixable. I guess it can be a nice feature.

    In my unofficial patch, I make sort that some levels don't use that exploit, especially in Deeper Dungeons levels. But for the custom levels, it's something that you must think about carefully when you design your level. If you don't want that exploit in your level, just avoid giving "Guard Post" and "Temple" to that player. Otherwise, if you wanna give those rooms, design your level to avoid that trick, if you want.

    Simple as that.
    I like dragons! They're the center of my life! I'll never forget them...



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