Opened 12 years ago
Last modified 5 years ago
#1649 reopened enhancement
add more victory conditions — at Version 17
Reported by: | Raymond | Owned by: | |
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Priority: | Nice to Have | Milestone: | Backlog |
Component: | Simulation | Keywords: | |
Cc: | Patch: |
Description (last modified by )
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)
regards, Raymond
Change History (22)
comment:1 by , 11 years ago
Resolution: | → duplicate |
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Status: | new → closed |
comment:2 by , 11 years ago
Resolution: | duplicate |
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Status: | closed → reopened |
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 , 11 years ago
Description: | modified (diff) |
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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 , 11 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?
by , 11 years ago
Attachment: | wonderVictory.diff added |
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comment:6 by , 11 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 , 11 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 , 11 years ago
Component: | Core engine → UI & Simulation |
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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 , 11 years ago
Attachment: | wonderVictory.2.diff added |
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comment:9 by , 11 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 , 11 years ago
Attachment: | wonderVictory.3.diff added |
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by , 11 years ago
Attachment: | wonderVictory.4.diff added |
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comment:10 by , 11 years ago
Lol, forgot to add a check for the gametype, so every gametype was considered a wonder game.
follow-up: 12 comment:11 by , 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.
comment:12 by , 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 , 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.
by , 10 years ago
Attachment: | wonderVictory.5.diff added |
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comment:16 by , 10 years ago
Description: | modified (diff) |
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comment:17 by , 10 years ago
Description: | modified (diff) |
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I believe this falls under Triggers - Basic #52 so I'll be marking it as duplicate.