#3229 closed defect (fixed)
[PATCH] Some structures shouldn't be ConquestCritical
Reported by: | elexis | Owned by: | elexis |
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Priority: | Nice to Have | Milestone: | Alpha 20 |
Component: | UI & Simulation | Keywords: | patch |
Cc: | Patch: |
Description (last modified by )
Currently you are defeated in conquest mode, if all your units and structures are destroyed, that have the ConquestCritical tag. Every unit and structure has this tag, except some that remove it explicitly:
other/obelisk civic_house defense_defense_tower defense_outpost defense_wall_gate defense_wall_tower defense_wall economic_farmstead economic_market economic_storehouse resource unit_fauna unit_support_trader
This list is incomplete. It should contain the following structures as well:
corral blacksmith rotary mill pillar theather (athen & sparta) library (macedonian & seleucids) lighthouse (ptolemian)
Docks and ships are another way to survive the defeat currently. But I think this is okay, since the player might have resources left and help his teammates on the sea. Also notice that the athenian tireme can produce units.
The wooden tower and palisade are alreay covered by the defense_defense_tower and defense_wall structure.
What about removing the trader of the list? I can imagine it would be fun if you could still trade between your allied markets with your leftover trade carts (similar to fishing with your leftover docks).
Alternatively one could define the Conquest mode in such a way that you will be defeated if and only you don't have a CC and can't rebuild it, even if you had the resources. In that case, docks and ships (except athenian tireme) would have to be added to the list as well.
Attachments (3)
Change History (18)
comment:1 by , 9 years ago
comment:2 by , 9 years ago
Consequently all structures that can't produce citizen units are not ConquestCritical. I.e. the following structures should have the ConquestCritical tag removed as well:
fortress temple siege workshop embassy naval shipyard elephant stables mauryan pillar persian palace gymnaseon council chamber kennel tavern military mess hall
Besides the wonder - how could we defeat a player that has a wonder... It should be the most valuable structure in the game and therefore allow the player to survive, even if he has nothing else left in conquest mode and can't comeback. The wonder gives territorry too, so it doesn't decay.
by , 9 years ago
Attachment: | t3229_update_ConquestCritical_entities.patch added |
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Implements the suggested changes above. Removes the ConquestCritical tag from all ships and structures that can't produce citizen soldiers. (Unless i forgot a building, but i doublechecked).
comment:3 by , 9 years ago
Keywords: | review patch added; simple removed |
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Milestone: | Backlog → Alpha 19 |
Summary: | Some structures shouldn't be ConquestCritical → [PATCH] Some structures shouldn't be ConquestCritical |
comment:4 by , 9 years ago
Maybe it is a bit too early to defeat a player if he can't rebuild a CC but might still produce some champions in decaying buildings?
If the wonder will still have that ConquestCritical tag, he might even survive without territorry decay (though can't gather resources anymore).
According to that rule, the player should even be defeated if he as no CC and citizens but many champions left.
by , 9 years ago
Attachment: | t3229_update_ConquestCritical_entities_v2.patch added |
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Only removes the ConquestCritical tag from some structures, so that people can still produce military units, even if they will never be able to reproduce citizens and CCs. Houses sill have no ConquestCritical condition. But docks and fish ships got it now, so that having a dock or a lone fish ship won't help surviving
comment:5 by , 9 years ago
Cc: | added |
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Component: | Core engine → UI & Simulation |
This list should be discussed. For instance, the lighthouse can provide a net advantage to allied players when the shared LOS tech is researched. This is more of a balancing decision.
comment:6 by , 9 years ago
Milestone: | Alpha 19 → Alpha 20 |
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comment:7 by , 9 years ago
Keywords: | design added |
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Owner: | set to |
Adding design as Karamel Niektb DarkReaver and Tango might want to discuss it aswell
follow-up: 9 comment:8 by , 8 years ago
Needs to be checked, but apparently one can also survive a game with sheep only.
comment:9 by , 8 years ago
Replying to elexis:
Needs to be checked, but apparently one can also survive a game with sheep only.
i tested. With sheep only, you don't survive.
comment:11 by , 8 years ago
Cc: | removed |
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Keywords: | review design removed |
comment:12 by , 8 years ago
Resolution: | fixed |
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Status: | closed → reopened |
Athenian theatron was forgotten in :17610
comment:14 by , 8 years ago
Resolution: | → fixed |
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Status: | reopened → closed |
Yes, that was missing (still calling it fixed by r17610 though :P)
comment:15 by , 7 years ago
Description: | modified (diff) |
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In r20210 by mimo:
ConquestCritical consistency
Patch by Nescio
Reviewed By: mimo
Differential Revision: https://code.wildfiregames.com/D892
Update: corral is a child of template_structure_resource, i.e. it already has that ConquestCritical tag removed in the parent.
The other structures have this tag and it should be removed explicitly. I tested it ingame by deleting all units and structures except the one in doubt.
With regards to the alternative idea (defeat player if he has no CC and can't possibly rebuild it): this would also prevent him/her from producing non-citizen units at the fort or council chamber for example. On the other hand, if he doesn't have any citizen units left to build a CC, then he can't repair the structures as well and will be defeated soon consequently. The only exception to this rule is the dock which has no territorry decay. A player can still fish, even if he has no other buildings and units left, except a dock and fishing ships.
Therefore I think its safe to say that all ships (except athenian tireme) and docks should be removed from the ConquestCritical list as well.