Changes between Initial Version and Version 1 of Ticket #1718, comment 11


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Timestamp:
Dec 1, 2012, 2:58:29 AM (11 years ago)
Author:
historic_bruno

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  • Ticket #1718, comment 11

    initial v1  
    22 * The unpacked siege units still have `UnitMotion`, but a very small almost-zero speed, and `UnitAI` doesn't allow them to move without packing anyway. This has some mostly visual side effects in formations, because the formation moves at the speed of its slowest member (it goes very slow until the packing unit is done).
    33   * I scrapped the idea of a new component for this because it's too difficult copying the target range logic precisely. A better solution might be to allow actual zero movement speed or add logic for static units in `UnitMotion`.
    4  * I scrapped the idea of relying on stances for siege engine attack and movement behavior, the current system just isn't flexible enough to handle the differences between packed/unpacked siege and normal human units. I left TODOs in `UnitAI.js` related to this. Consider stances to be a useless feature for siege engines, until further notice.
     4 * I scrapped the idea of relying on stances for siege engine attack and movement behavior, the current system just isn't flexible enough to handle the subtle but important differences between packed/unpacked siege and normal human units. I left TODOs in `UnitAI.js` related to this. Consider stances to be a useless feature for siege engines, until further notice.
    55 * There is some duplication with the `Promotion` component, conceptually and technically, but as discussed with leper on [http://irclogs.wildfiregames.com/2012-12-01-QuakeNet-%230ad-dev.log IRC], I wasn't convinced that making a generic "Transform" component would help us at all.
    66   * It sounds nice, but I'd rather wait until we actually want another transforming behavior before going that route (It seems like a more generic `Transform` component means more very specific pack logic in `UnitAI`).