Opened 14 years ago

Closed 14 years ago

Last modified 8 years ago

#537 closed enhancement (fixed)

Repair functionality for damaged buildings

Reported by: Evans Owned by:
Priority: Nice to Have Milestone:
Component: Core engine Keywords:
Cc: Patch:

Description

Give builders the ability to repair damaged buildings.

Attachments (1)

Repair.diff (5.4 KB ) - added by Evans 14 years ago.

Download all attachments as: .zip

Change History (7)

by Evans, 14 years ago

Attachment: Repair.diff added

comment:1 by Philip Taylor, 14 years ago

I think the repairProgress thing is unnecessary here - we can simply modify the hitpoints and don't need any more data.

I don't know what we should do in terms of the time and resource cost. I think it maybe makes sense to depend just on the hitpoints and not the original build time, so I've just replaced it with something simple and stupid for now.

comment:2 by philip, 14 years ago

Resolution: fixed
Status: newclosed

(In [8015]) # Add repair command. Fix #537 (Repair functionality for damaged buildings) based on patch from evans. Make some unnecessarily optional template elements required.

comment:3 by Evans, 14 years ago

Wouldn't it depend on the original build time? Buildings which take longer to build would take longer to repair, right?

comment:4 by Philip Taylor, 14 years ago

That would mean you could have a building with 10 attackers and 5 repairers remaining at a stable hitpoint level, while another (slower to build) building with the same armour and 10 attackers might need 10 repairers to balance out the damage. It seems a little strange and unintuitive to have that kind of behaviour, vs repairers just repairing a constant amount of HP regardless of the building. I'm not at all certain either way, though - I guess we need look at the numbers and playtest it to work out what's sensible.

comment:5 by (none), 14 years ago

Milestone: Unclassified

Milestone Unclassified deleted

comment:6 by sanderd17, 8 years ago

Keywords: review removed
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