Changes between Version 1 and Version 2 of Ticket #994, comment 13
- Timestamp:
- Dec 28, 2013, 6:48:07 PM (10 years ago)
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Ticket #994, comment 13
v1 v2 22 22 Technically this requires quite a few changes. We'd want speed to be dynamic (more than it is now). We'd want animations depending on speed (automatically). We'd want fake physics (see #2319). This wouldn't require pathfinding change as those units wouldn't really pathfind, maybe adjust slightly to the left or the right and wait and see. 23 23 24 To clarify: a unit above a certain speed is charging (fleeing is charging). Charging gives an attack bonus and a defense malus (possibly actually an HP malus). Charges should probably be instakill for some units (a cavalry unit taking an arrow while charging w hile fall down and die. A cav unit hitting a swordman at full speed kills the swordman. A cav unit hitting an elephant at full speed dies.)24 To clarify: a unit above a certain speed is charging (fleeing is charging). Charging gives an attack bonus and a defense malus (possibly actually an HP malus). Charges should probably be instakill for some units (a cavalry unit taking an arrow while charging will fall down and die. A cav unit hitting a swordman at full speed kills the swordman. A cav unit hitting an elephant at full speed dies.) This is all fully auto except for formations where it would have to be triggered.