Opened 10 years ago
Closed 9 years ago
#2688 closed enhancement (wontfix)
Garrisoning/Turret Consequency: Remove cavalry_ infantry_ distinction and cavalry related stats and define default_garrisoning in the GarrisonHolder instead.
Reported by: | Radagast | Owned by: | |
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Priority: | If Time Permits | Milestone: | |
Component: | UI & Simulation | Keywords: | |
Cc: | Patch: |
Description
Making use of sander's turret code, we can finally simplify our simulation templates.
e.g. Horses should not define riders as props but as default garrisoned instead.
To maintain attack values for a horse is not desirable, instead horses should have the function of a vehicle.
A vehicle bonus could still be add to the garrisoned units' attack values.
In the course of this ticket, we may get rid of the cavalry_ and infantry_ distinction .
Change History (3)
comment:1 by , 10 years ago
comment:2 by , 9 years ago
I had a look into the graphics simulation interaction part of the code and found it is well possible to use the prop points as location reference for child entities. (That's already partly done for projectiles.)
That way synchronized entity animations (e.g. artistic presentation with artists jumping over and on top of each other, lifting one into the height while the uppermost makes a pirouette) get even more interesting.
comment:3 by , 9 years ago
Milestone: | Backlog |
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Resolution: | → wontfix |
Status: | new → closed |
Not a very good idea. Turrets are not so versatile graphical-wise. Turrets have a fixed position relative to the parent, and you can't deform the mesh between the turret and the parent.
So if anyone needs fancy horse animations, I think the rider will have to move a bit, and this won't be possible with turrets.