Changes between Initial Version and Version 1 of Ticket #1907, comment 42


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Timestamp:
Jan 9, 2014, 9:56:50 AM (10 years ago)
Author:
sanderd17

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  • Ticket #1907, comment 42

    initial v1  
    1313
    1414* For the corall one could decide between two hybrid solutions:
    15 ** Complicated: Make buildings composites, that is make fences and corral combinable and placeable as once.(just like it is for walls!) With some engine rework this might even allow for adding building parts (e.g. astro-towers) later on. They could be built and placed at once but may be invisible until researched/built. But the latter is optional.
     15* Complicated: Make buildings composites, that is make fences and corral combinable and placeable as once.(just like it is for walls!) With some engine rework this might even allow for adding building parts (e.g. astro-towers) later on. They could be built and placed at once but may be invisible until researched/built. But the latter is optional.
    1616
    1717E.g. one can build a corral and once it's placed/built there are the farmhouse and three or more fences. Fences can be converted to gates just like it is with walls. Now captives can be lead into the fences or farmcourt. Then the unit can leave them behind by either releasing the captives from the Guard command or making them follow their capturer in a delayed fashion such that the door can be locked quick enough before they leave.
     
    1919For animal herds the capturer can either stay in place where the animals float around it or the captives can be delivered to a corall/building as described above.
    2020
    21 ** Easy: Keep everything like it is and just deactive the obstruction in the middle of the corall and where the gate graphic is located in the fence. This way units with possibly herd animals as captives guarding them (thus following them into the middle of the fences of the corall) can be lead into the corall meadow. This way arbitrary meadows could be handled too.
     21* Easy: Keep everything like it is and just deactive the obstruction in the middle of the corall and where the gate graphic is located in the fence. This way units with possibly herd animals as captives guarding them (thus following them into the middle of the fences of the corall) can be lead into the corall meadow. This way arbitrary meadows could be handled too.
    2222
    2323The composite buildings solution just like it is for walls (where there result several objects even though only one building was placed) might be more flexible but it is possible to implement capturing and herding only using existing code and some health + stats comparison to detect which side is overpowered and the close enough for capture check. A button for preventing units that are capable to fight (soldiers) from surrender may be added lateron.