Opened 9 years ago
Last modified 5 years ago
#3007 new defect
Allow Gaia to be neutral to other players
Reported by: | Niek | Owned by: | |
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Priority: | Should Have | Milestone: | Backlog |
Component: | Simulation | Keywords: | |
Cc: | Patch: |
Description
This is to prevent that units that are turned to Gaia on defeat of the owning player attack all nearby units and buildings (also former allies).
Change History (10)
follow-up: 2 comment:1 by , 9 years ago
comment:2 by , 9 years ago
Does "neutral" mean that dangerous animals won't attack? (I don't recall if it uses diplomacy checks in that logic). Also I'm not sure how well "neutral" is handled in general, but we can find out. In AoE, I believe it meant that enemy units would be attacked but not villagers (and possibly traders?) So nearby soldiers would still be attacked if we followed those rules.
Some would argue a defeated player's entities should all be destroyed, but I can see a reason to keep them: when we implement capturing, it can be a nice way of picking up new buildings and a base in enemy territory.
comment:4 by , 9 years ago
Milestone: | Alpha 18 → Backlog |
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comment:5 by , 9 years ago
Milestone: | Backlog → Alpha 19 |
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This ain't no design ticket but it improves trigger endgame.
comment:6 by , 9 years ago
this tiket depends to the capture / conversion Gaia ticket, allow to some Gaia like buildings, units and domestic animals. Even need a ticket where you can add a difference beteween a catchable Gaia and not catchable like wild animals resources and eye candy etc.
The problem with diplomacy is you can not expect a wild lion wild be neautral with your units as say historic_Bruno
comment:7 by , 9 years ago
Not really, it is just about adding a diplomacy component to Gaia in general. The most likely use case would be in trigger scenarios.
In my specific case the soldiers turn to Gaia when the player fails to achieve the objective. But as soon as they are Gaia they instantly start to attack there surroundings which is rather ugly.
comment:9 by , 7 years ago
If you use the diplomacy to fix the "being attaked by former ally" issue, then the defeated enemy units and violent animals will also become neutral to that player as Lion mentioned.
We could instead make those gaia units passive (but then they won't distinguish between former allies and enemies either and won't resist to being taken over by the enemy).
comment:10 by , 5 years ago
Component: | UI & Simulation → Simulation |
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Move tickets to Simulation
as UI & Simulation
got some sub components.
Note that this should be done by specifying this in the player data in the xml file. (It should already be doable by using a trigger script at the start of the game and calling
cmpPlayer
'sSetDiplomacy()
.