Changes between Version 3 and Version 7 of Ticket #3412
- Timestamp:
- Jan 14, 2016, 12:11:52 AM (8 years ago)
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Ticket #3412
- Property Summary [PATCH] Hide garrisson button for ungarrisonable units → [PATCH] Fix templates of non-garrisonable units
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Ticket #3412 – Description
v3 v7 1 The original idea of this ticket was to hide the garrison-button for non-garrisonable units. But since that doesn't seem nicely achievable, we might want to fix those two related bugs identified in the course of this ticket: 2 1 3 Some units can't be garrissoned anywhere and have incoherent garrisson usage: 2 3 * '''Ships''' can't be garrissoned anywhere.4 Whether or not they should (for example in the carthaginian military dock) is a design question. In case we go with that, it should be done in another ticket.5 6 4 * '''Sheep''' 7 5 Currently `UnitAI` can't deal with garrisoning animals. Hence it has a hardcoded disabling of animals. The GUI still draws the garrison cursor for sheep, which should not happen. … … 9 7 * The '''worker elephant''' can be garrisoned in temples, towers, outposts and other buildings that don't make sense (see #3611). It should be coherent with '''war-elephants''', i.e. garrisonable only in buildings that make sense (#3135) or nowhere. 10 8 11 Due to these circumstances it seems appropriate to add a new boolean property `IsGarrisonable` to the '''templates''' which is true for all units except for those mentioned above.12 If that property is false, the garrison '''cursor and button should be hidden'''.13 9 14 Besides making those three cases coherent and fixing the worker elephant bug, it will also ease future edits (prohibiting garrisoning of some units). 10 ~~ Due to these circumstances it seems appropriate to add a new boolean property `IsGarrisonable` to the '''templates''' which is true for all units except for those mentioned above. ~~