Opened 11 years ago
Last modified 3 years ago
#1777 new enhancement
Make siege units able to deforest and fire at a specific place.
Reported by: | eingousef | Owned by: | Freagarach |
---|---|---|---|
Priority: | Nice to Have | Milestone: | Work In Progress |
Component: | Core engine | Keywords: | deforest, forests, siege, ballistas, catapults, projectiles |
Cc: | Patch: | Phab:D1971 |
Description (last modified by )
The hairy Gaul's forests shall not be an obstacle for roman mighty legions and carthaginians war elephants. Please give ballistas and catapults the possibility to perform a little shaving (*).
Anyway, this ticket is pointing out two bugs :
- ballistas/catapults projectiles should remove trees when falling on them (intentionally or by accident)
- The player should have the possibility to ask siege units to fire at a specific point, or in a specific direction (to deforest, ambush or whatever).
(*) ...at least. Does the engine give the possibility to set forests on fire ? That would be a cool effect. :P
Change History (3)
comment:1 by , 11 years ago
comment:2 by , 5 years ago
Description: | modified (diff) |
---|---|
Milestone: | Backlog → Work In Progress |
Patch: | → Phab:D1971 |
Only addressing the second point.
comment:3 by , 3 years ago
Owner: | set to |
---|
Note:
See TracTickets
for help on using tickets.
Not directly related, but I guess it must be considered before implementation :
In AoE, when I wanted to attack a unit with a ranged siege unit, the target automatically came to attack the siege unit once the projectile was launched (because the target stance was to fight back when attacked), before being hit by the projectile. I used to ask my trebuchet to fire at the feet of a light cavalry unit, for example, so the target doesn't notice he's attacked, allowing me to kill superfast light cavalry units with very slow ranged siege units by taking advantage of the non-coherent behavior of the AI.
The AI must be coherent when ranged siege units fire at a specific point.