Opened 13 years ago

Closed 9 years ago

Last modified 7 years ago

#818 closed defect (fixed)

Garrisoned units on ships don't increase fire power

Reported by: Kieran P Owned by:
Priority: Should Have Milestone: Alpha 14
Component: UI & Simulation Keywords:
Cc: Patch:

Description (last modified by elexis)

When units are garrisoned in a ship, they do not seem to increase the amount of arrows fired from it.

It should act like towers, and increase the amount of arrows fired.

Change History (14)

comment:1 by Kieran P, 13 years ago

Component: Game engineSimulation
Description: modified (diff)
Milestone: Alpha 6Alpha 7
Priority: Should HaveNice to Have
Summary: Improve garrisoned ship functionalityGarrisoned units on ships don't increase fire power

comment:2 by Ross Bearman, 13 years ago

Looking into this now, seems simple enough to implement.

The building and ship arrow mechanisms are slightly different:

  • Buildings fire arrows in rounds, with each round having a set number of arrows based on a garrison multiplier. (Currently one arrow per round, plus an additional arrow for each garrissoned archer.)
  • The ship uses the basic unit AI and acts like a single archer; and so to increase the number of arrows fired we'd increase the repeat fire time using a multiplier.

Which units should increase the number of arrows fired from ships? Only archers, or all garrisoned units?

comment:3 by Ross Bearman, 13 years ago

Sorry, silly mistake, we'd decrease the repeat fire time, not increase it.

comment:4 by Ross Bearman, 13 years ago

Another update to clarify that GetGarrisonedArcherCount() actually gets all units capable of using a bow (currently any unit with the class Infantry or Archer; so all infantry units and horse archers currently.) I originally incorrectly assumed it was only dedicated archers.

comment:5 by michael, 13 years ago

As a temporary measure, I have given ships the building AI behavior of garrisoned units adding arrows.

comment:6 by Kieran P, 13 years ago

Milestone: Alpha 7Alpha 8

comment:7 by Kieran P, 12 years ago

Milestone: Alpha 8Alpha 9

comment:8 by Kieran P, 12 years ago

Milestone: Alpha 9Alpha 10

comment:9 by Kieran P, 12 years ago

Milestone: Alpha 10Backlog

comment:10 by sanderd17, 11 years ago

With #2010, BuildingAI could be used as permanent solution. As it implements the restriction classes, uses the repeatTime, and users can force it to only fire on one target.

comment:11 by elexis, 9 years ago

Resolution: fixed
Status: newclosed

This has been implemented for some time (using BuildingAI).

comment:12 by Stan, 9 years ago

fixed in r13670

comment:13 by Stan, 8 years ago

Milestone: BacklogAlpha 19

comment:14 by elexis, 7 years ago

Description: modified (diff)
Milestone: Alpha 19Alpha 14
Priority: Nice to HaveShould Have
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