Opened 11 years ago

Last modified 8 years ago

#2038 new enhancement

[PATCH] Let units from siege tower ungarrison over walls

Reported by: sanderd17 Owned by:
Priority: Should Have Milestone: Backlog
Component: Core engine Keywords: patch
Cc: Patch:

Description

With this patch, the spawn point for siege towers is set 15m in front of the tower. As a result, when you stand in front of a wall, units are ungarrisoned over the wall.

The spawn point code could also be used to spawn on a specific side of the wall (by setting the spawn point of a wall tower), although that's not implemented as it would need more testing (which side is wanted etc).

Attachments (1)

spawn_point.diff (7.0 KB ) - added by sanderd17 11 years ago.

Download all attachments as: .zip

Change History (14)

by sanderd17, 11 years ago

Attachment: spawn_point.diff added

comment:1 by sanderd17, 11 years ago

Summary: Let units from siege tower ungarrison over walls[PATCH] Let units from siege tower ungarrison over walls

comment:2 by Pureon, 11 years ago

This functionality would certainly make the siege tower more unique, it would no longer just be a mobile defense tower. We might need to adjust some of its other specs to stop it being OP, but we can see if that's needed after playtesting.

When capturing is implemented siege towers will also gain the ability to convert nearby enemy wall sections.

comment:3 by sanderd17, 11 years ago

Maybe we need to add an extra tag to BuildingAI that limits the number of arrows (in a way that you get extra arrows for the first 5 people you garrison, but no extra arrows for the next 15).

That lets you use the tower in two ways: it you want it to shoot arrows, you'll only garrison 5, if you want it to load over walls, you'll garrison all soldiers you like. It would also be great for ships (as they also have a dual purpose: transporting and defending), or for the army camp (which is meant mostly for defence, only a few units are able to stand on the walls, the majority can't fight until they come out).

comment:4 by historic_bruno, 11 years ago

Milestone: BacklogAlpha 15

comment:5 by michael, 11 years ago

This will be fun to play around with and test. Thank you for the patch. Looks like somebody reads the civ profiles in the Wiki! :)

Is it possible we could have a special button for this behavior? I'm thinking it would be cool to have a selected siege tower with troops inside, click the button in its UI, then right click an enemy wall segment. The siege tower would go to this segment and then unload the garrisoned troops on the other side, possibly using the "15 meter" ungarrisoning code from this patch.

Converting enemy wall sections is not something I had considered. It is an interesting notion, but I am not sure what benefit that will bring to the converting player. Can you then upgrade that section to a gate? Delete it? Would seem strange to me. Not sure how it would fit into gameplay. Probably best to leave that for Part 2 if we add "units on walls" to the game.

comment:6 by historic_bruno, 11 years ago

Owner: set to sanderd17

comment:7 by historic_bruno, 11 years ago

See also #1857

comment:8 by sanderd17, 11 years ago

Keywords: review removed

Remove the review tag until the things mentioned by Michael are implemented.

comment:9 by sanderd17, 10 years ago

Milestone: Alpha 15Alpha 16

comment:10 by sanderd17, 10 years ago

Milestone: Alpha 16Alpha 17

comment:11 by Itms, 10 years ago

Milestone: Alpha 17Alpha 18

comment:12 by leper, 9 years ago

Milestone: Alpha 18Backlog

comment:13 by Stan, 8 years ago

Owner: sanderd17 removed
Note: See TracTickets for help on using tickets.