Opened 11 years ago
Last modified 8 years ago
#2038 new enhancement
[PATCH] Let units from siege tower ungarrison over walls
Reported by: | sanderd17 | Owned by: | |
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Priority: | Should Have | Milestone: | Backlog |
Component: | Core engine | Keywords: | patch |
Cc: | Patch: |
Description
With this patch, the spawn point for siege towers is set 15m in front of the tower. As a result, when you stand in front of a wall, units are ungarrisoned over the wall.
The spawn point code could also be used to spawn on a specific side of the wall (by setting the spawn point of a wall tower), although that's not implemented as it would need more testing (which side is wanted etc).
Attachments (1)
Change History (14)
by , 11 years ago
Attachment: | spawn_point.diff added |
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comment:1 by , 11 years ago
Summary: | Let units from siege tower ungarrison over walls → [PATCH] Let units from siege tower ungarrison over walls |
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comment:2 by , 11 years ago
comment:3 by , 11 years ago
Maybe we need to add an extra tag to BuildingAI that limits the number of arrows (in a way that you get extra arrows for the first 5 people you garrison, but no extra arrows for the next 15).
That lets you use the tower in two ways: it you want it to shoot arrows, you'll only garrison 5, if you want it to load over walls, you'll garrison all soldiers you like. It would also be great for ships (as they also have a dual purpose: transporting and defending), or for the army camp (which is meant mostly for defence, only a few units are able to stand on the walls, the majority can't fight until they come out).
comment:4 by , 11 years ago
Milestone: | Backlog → Alpha 15 |
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comment:5 by , 11 years ago
This will be fun to play around with and test. Thank you for the patch. Looks like somebody reads the civ profiles in the Wiki! :)
Is it possible we could have a special button for this behavior? I'm thinking it would be cool to have a selected siege tower with troops inside, click the button in its UI, then right click an enemy wall segment. The siege tower would go to this segment and then unload the garrisoned troops on the other side, possibly using the "15 meter" ungarrisoning code from this patch.
Converting enemy wall sections is not something I had considered. It is an interesting notion, but I am not sure what benefit that will bring to the converting player. Can you then upgrade that section to a gate? Delete it? Would seem strange to me. Not sure how it would fit into gameplay. Probably best to leave that for Part 2 if we add "units on walls" to the game.
comment:6 by , 11 years ago
Owner: | set to |
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comment:8 by , 11 years ago
Keywords: | review removed |
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Remove the review tag until the things mentioned by Michael are implemented.
comment:9 by , 10 years ago
Milestone: | Alpha 15 → Alpha 16 |
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comment:10 by , 10 years ago
Milestone: | Alpha 16 → Alpha 17 |
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comment:11 by , 10 years ago
Milestone: | Alpha 17 → Alpha 18 |
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comment:12 by , 9 years ago
Milestone: | Alpha 18 → Backlog |
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comment:13 by , 8 years ago
Owner: | removed |
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This functionality would certainly make the siege tower more unique, it would no longer just be a mobile defense tower. We might need to adjust some of its other specs to stop it being OP, but we can see if that's needed after playtesting.
When capturing is implemented siege towers will also gain the ability to convert nearby enemy wall sections.