Opened 9 years ago
Last modified 5 years ago
#3340 new defect
Decay of non-capturable structures.
Reported by: | mimo | Owned by: | |
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Priority: | Should Have | Milestone: | Backlog |
Component: | Simulation | Keywords: | beta |
Cc: | Patch: |
Description (last modified by )
Some structures (like walls or field) are not capturables. And thus, because all the decay logic is now done inside the Capturable component, their decay has no effect and they always keep their initial ownership.
One way to fix that behaviour would be to nonetheless give them a Capturable component with a NonCapturable attribute, but that would complicate the code and gui for a very small benefit. The other way would be to let the TerritoryDecay component manage the decay of non-capturable structures, either by duplicating the code of Capturable, or just having a simple immediate decay when not garrisoned.
Change History (9)
comment:2 by , 8 years ago
Well, adding Capturable
component to walls and RestrictedClasses
Wall
to units capture attack works nice but:
refs #4220
comment:3 by , 7 years ago
Keywords: | beta added |
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follow-up: 7 comment:4 by , 5 years ago
Description: | modified (diff) |
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Not sure, but was it intended, that Athenian long walls (can be built in neutral territory) and roman siege walls (can be built everywhere) also decay? You need to garrison them all the time. And Gates will always decay, because you can't garrison them, so they will be useless for the siege walls and the athenian long walls.
comment:5 by , 5 years ago
On May 29, 2017 in r19694 by fatherbushido:
Allow walls and fields to be captured by territory but not by capture attack, by using restricted classes. Reviewed by mimo and Imarok.
Differential Revision: https://code.wildfiregames.com/D450
comment:6 by , 5 years ago
follow-up: 8 comment:7 by , 5 years ago
Replying to Imarok:
Not sure, but was it intended, that Athenian long walls (can be built in neutral territory) and roman siege walls (can be built everywhere) also decay? You need to garrison them all the time. And Gates will always decay, because you can't garrison them, so they will be useless for the siege walls and the athenian long walls.
I suppose it would be consequential that walls that can be built in enemy territory do not decay and walls that can be built in neutral territory only decay once the entity stands in enemy territory(?)
comment:8 by , 5 years ago
Replying to elexis:
Replying to Imarok:
Not sure, but was it intended, that Athenian long walls (can be built in neutral territory) and roman siege walls (can be built everywhere) also decay? You need to garrison them all the time. And Gates will always decay, because you can't garrison them, so they will be useless for the siege walls and the athenian long walls.
I suppose it would be consequential that walls that can be built in enemy territory do not decay and walls that can be built in neutral territory only decay once the entity stands in enemy territory(?)
Yeah, that's how I think it should work.
comment:9 by , 5 years ago
Component: | UI & Simulation → Simulation |
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Move tickets to Simulation
as UI & Simulation
got some sub components.
At first, I was preferring 2 but finally 1 is perhaps better. It's good to have that option to capture by territory but not by attack. Can't we do that in the converse way, i mean adding a
RestrictedClasses
system (with the Wall classes) to the capture attack (so we have not to complexify gui and code) ?