Opened 11 years ago
Closed 10 years ago
#1725 closed defect (invalid)
Units can construct buildings relative to the civ they belong to, not the civ the player is playing as
Reported by: | Erik Johansson | Owned by: | |
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Priority: | Should Have | Milestone: | |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
Description
Just realized when I tested the "salad bowl" cheat that units can construct buildings depending on which civilization the unit belongs to rather than the civilization the player is currently playing as. Currently this is not an issue as the only way to get units which really belongs to another civilization than the one you are playing as are either by using a cheat, or if they're placed by the map designer. If/when we implement capturing this will present issues however, mostly balancing as this would give players access to more different buildings/units than they otherwise would. Even if we would be ok with the gameplay implications this would still be a GUI issue though if you have units from different civilizations selected which means there isn't enough space to display all the different buildings.
Change History (2)
comment:1 by , 11 years ago
comment:2 by , 10 years ago
Milestone: | Backlog |
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Resolution: | → invalid |
Status: | new → closed |
Well, one of the best reasons you captured an enemy building in C&C Generals was to access their range of units and buildings. We should have a forum discussion about this I think because 0 A.D. too can benefit from such a system. Adding more layers to the strategy.
The sole purpose of "salad bowl" is to make you able to train all of the units available in the game hence the name (Which refers to multiculturalism). If we are going to change the construction behavior, it is better to remove this particular cheat.