Opened 9 years ago

Last modified 5 years ago

#3007 new defect

Allow Gaia to be neutral to other players

Reported by: Niek Owned by:
Priority: Should Have Milestone: Backlog
Component: Simulation Keywords:
Cc: Patch:

Description

This is to prevent that units that are turned to Gaia on defeat of the owning player attack all nearby units and buildings (also former allies).

Change History (10)

comment:1 by leper, 9 years ago

Note that this should be done by specifying this in the player data in the xml file. (It should already be doable by using a trigger script at the start of the game and calling cmpPlayer's SetDiplomacy().

in reply to:  1 comment:2 by historic_bruno, 9 years ago

Does "neutral" mean that dangerous animals won't attack? (I don't recall if it uses diplomacy checks in that logic). Also I'm not sure how well "neutral" is handled in general, but we can find out. In AoE, I believe it meant that enemy units would be attacked but not villagers (and possibly traders?) So nearby soldiers would still be attacked if we followed those rules.

Some would argue a defeated player's entities should all be destroyed, but I can see a reason to keep them: when we implement capturing, it can be a nice way of picking up new buildings and a base in enemy territory.

comment:3 by Lionkanzen, 9 years ago

Design decisión may be?

Version 0, edited 9 years ago by Lionkanzen (next)

comment:4 by Lionkanzen, 9 years ago

Milestone: Alpha 18Backlog

comment:5 by Niek, 9 years ago

Milestone: BacklogAlpha 19

This ain't no design ticket but it improves trigger endgame.

comment:6 by Lionkanzen, 9 years ago

this tiket depends to the capture / conversion Gaia ticket, allow to some Gaia like buildings, units and domestic animals. Even need a ticket where you can add a difference beteween a catchable Gaia and not catchable like wild animals resources and eye candy etc.

The problem with diplomacy is you can not expect a wild lion wild be neautral with your units as say historic_Bruno

comment:7 by Niek, 9 years ago

Not really, it is just about adding a diplomacy component to Gaia in general. The most likely use case would be in trigger scenarios.

In my specific case the soldiers turn to Gaia when the player fails to achieve the objective. But as soon as they are Gaia they instantly start to attack there surroundings which is rather ugly.

comment:8 by mimo, 9 years ago

Milestone: Alpha 19Backlog

putting to backlog as nobody working on it

comment:9 by elexis, 7 years ago

If you use the diplomacy to fix the "being attaked by former ally" issue, then the defeated enemy units and violent animals will also become neutral to that player as Lion mentioned.

We could instead make those gaia units passive (but then they won't distinguish between former allies and enemies either and won't resist to being taken over by the enemy).

comment:10 by Imarok, 5 years ago

Component: UI & SimulationSimulation

Move tickets to Simulation as UI & Simulation got some sub components.

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