Opened 12 years ago

Last modified 5 years ago

#1649 reopened enhancement

Add more victory conditions / Gamemodes

Reported by: Raymond Owned by:
Priority: Nice to Have Milestone: Backlog
Component: Simulation Keywords:
Cc: Patch:

Description (last modified by Stan)

Hello,

add more victory conditions, for single and multiplayer like:

  • Harvest/collect 5000 (for example) of one or each resource
  • Build a wonder of the world (takes a lot a resources and time)
  • Kill a queen or king (#2160)
  • Add a capture them all mode (Basically everybuilding is capturable, and cannot be destroyed except by siege engine, there should be a ceasefire at the beginning so that players can build their cities, or premade cities.)

Attachments (5)

wonderVictory.diff (3.0 KB ) - added by sanderd17 10 years ago.
wonderVictory.2.diff (10.4 KB ) - added by sanderd17 10 years ago.
wonderVictory.3.diff (10.5 KB ) - added by sanderd17 10 years ago.
wonderVictory.4.diff (10.8 KB ) - added by sanderd17 10 years ago.
wonderVictory.5.diff (11.4 KB ) - added by sanderd17 10 years ago.

Download all attachments as: .zip

Change History (32)

comment:1 by Sillyllama, 11 years ago

Resolution: duplicate
Status: newclosed

I believe this falls under Triggers - Basic #52 so I'll be marking it as duplicate.

Last edited 11 years ago by historic_bruno (previous) (diff)

comment:2 by historic_bruno, 11 years ago

Resolution: duplicate
Status: closedreopened

Some of these probably are related to triggers, but I think a separate ticket should remain to handle new victory conditions, because they require more work than triggers alone.

comment:3 by sanderd17, 11 years ago

Description: modified (diff)

I think victory conditions can even be pulled away from triggers. The conquest condition is handled (quite inefficient for the moment) in EndGameManager. But as I think the number of victory conditions should be quite limited. These can all be implemented as separate cases.

What I want to ask. If you select f.e. the wonder condition, and you're the first to build a wonder, that means the game ended and you've won. But what if you kill all your enemies before you make a wonder? Do you still need to go the boring way and build a wonder?

The same for the other conditions.

comment:4 by Adrián Chaves, 10 years ago

I think that every victory condition other than conquest must be understood as “<Condition> OR Conquest”.

I would also suggest that the resources requirement be 50,000, and that there is a countdown after a wonder is built (5:00?), visible for all players, so that enemies may have time to destroy your wonder before the timedown reaches 0:00 and you win.

How would the king/queen work? You are given a heroe since the beginning of the game and he must survive?

comment:5 by historic_bruno, 10 years ago

Description: modified (diff)

See #2160 for a discussion of "regicide"

by sanderd17, 10 years ago

Attachment: wonderVictory.diff added

comment:6 by sanderd17, 10 years ago

I appended a simple patch for a wonder victory. As it is currently, this is not playable. On the Belgian Bog skirmish map, I can build a wonder in about 12 minutes (without cheats). This is way too fast.

A 5 minute countdown could make it more viable, as when you've build a wonder in 12 minutes, you have invested absolutely nothing in defensive structures.

comment:7 by Adrián Chaves, 10 years ago

Indeed, it would be great to have a timedown.

It would be specially fun if you would show timedowns to all players, indicating them the time remaining and the player that is going to win. That way, players may speed up their attacks and explore the map to find the building.

comment:8 by leper, 10 years ago

Component: Core engineUI & Simulation

A period of holding the wonder is indeed needed. Also revealing the wonder (or at least a very small radius around it) to all players would help with making the whole thing a bit harder.

by sanderd17, 10 years ago

Attachment: wonderVictory.2.diff added

comment:9 by sanderd17, 10 years ago

New version, this time with a countdown. It is rather playable IMO (given that all civs have a wonder, which isn't the case now).

by sanderd17, 10 years ago

Attachment: wonderVictory.3.diff added

by sanderd17, 10 years ago

Attachment: wonderVictory.4.diff added

comment:10 by sanderd17, 10 years ago

Lol, forgot to add a check for the gametype, so every gametype was considered a wonder game.

comment:11 by michael, 10 years ago

A countdown is a must for Wonder victory. 5 minutes sounds 'okay'. Perhaps 10 minutes is better, to allow the other players time to try and destroy the enemy Wonder and to give ample time for some combat action.

As far as match setup goes, the host should be able to select multiple different victory conditions (perhaps with check boxes). So, Conquest, Wonder, Sudden Death (countdown to defeat once the player has lost all of their Civic Centers), perhaps Hegemony (own a large amount of the map for 10+ minutes), and Herocide (players start with a hero and if he dies they lose).

All of the timers should be prominently visible to all players.

in reply to:  11 comment:12 by sanderd17, 10 years ago

Replying to michael:

A countdown is a must for Wonder victory. 5 minutes sounds 'okay'. Perhaps 10 minutes is better, to allow the other players time to try and destroy the enemy Wonder and to give ample time for some combat action.

The time is defined in the entity template. So you can even balance cheaper or smaller wonders with more time.

As far as match setup goes, the host should be able to select multiple different victory conditions (perhaps with check boxes). So, Conquest, Wonder, Sudden Death (countdown to defeat once the player has lost all of their Civic Centers), perhaps Hegemony (own a large amount of the map for 10+ minutes), and Herocide (players start with a hero and if he dies they lose).

Hmmm, that will be interesting. Herocide will be a bit harder, as the map needs to be prepared for it.

comment:13 by michael, 10 years ago

For herocide, we could just have a skirmish "herocide" unit placeable on the map that would switch to the desired hero for each civ. This template could then have the proper flags for triggering the defeat when killed.

Last edited 10 years ago by michael (previous) (diff)

by sanderd17, 10 years ago

Attachment: wonderVictory.5.diff added

comment:14 by sanderd17, 10 years ago

Cleaned up the code, and made the game type available for Atlas too.

comment:15 by sanderd17, 10 years ago

In 14418:

add wonder victory condition. Refs #1649

comment:16 by Erik Johansson, 10 years ago

Description: modified (diff)

comment:17 by sanderd17, 10 years ago

Description: modified (diff)

comment:18 by Stan, 10 years ago

Since we now have triggers is there a reason to keep this open ?

comment:19 by Erik Johansson, 10 years ago

Regardless of how they are implemented it's still good to have a couple of victory conditions available via easy checkboxes rather than having to set them up specifically/manually for each map. So imho it's worth keeping this open for a while yet.

Especially since some victory conditions might require more work, e.g. the herocide skirmish unit that Michael mentions would be an example.

comment:20 by Raymond, 10 years ago

some other victory conditions:

1) [GAMEMODE] Massacre Kill as many units within a specific time (choosable while opening the game). The player with the most killed units wins. Options : 10 minutes, 15 minutes, 20 minutes, 30 minutes, 45 minutes, 60 minutes, 90 minutes, 120 minutes 2) [GAMEMODE] Structure destroyer Destroy all structures of the enemies. 3) [GAMEMODE] Wipe units Kill all units of the enemies.

Forum thread: http://www.wildfiregames.com/forum/index.php?showtopic=19094

comment:21 by Raymond, 9 years ago

no answer/ideas?

comment:22 by trompetin17, 9 years ago

[GAMEMODE] Structure destroyer [GAMEMODE] Wipe units

added in patch #2976

comment:23 by trompetin17, 9 years ago

In 16634:

Added Conquest Strutures and Conquest Units in victory modes, fixes #2976, refs #1649

comment:24 by Stan, 8 years ago

Description: modified (diff)
Summary: add more victory conditionsAdd more victory conditions / Gamemodes

comment:27 by Imarok, 5 years ago

Component: UI & SimulationSimulation

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

Note: See TracTickets for help on using tickets.