Opened 8 years ago

Last modified 5 years ago

#4075 new enhancement

Capture the Sheep mode

Reported by: Josef Kufner Owned by:
Priority: Nice to Have Milestone: Backlog
Component: Simulation Keywords:
Cc: Patch:

Description (last modified by elexis)

A new game mode / victory condition, where players capture enemy sheeps.

  • The Sheep is a dumb sheep which can be controlled by any nearby unit just like ordinary sheep (they will change color).
  • Sheep has "heroic" (star) cursor.
  • Sheep is immortal. (And villagers will not eat them.)
  • Other player must capture all Sheeps and bring them to their territory.
  • Sheeps cannot be garrisoned (but you can build a wall around them).
  • Sheep can be transported by boat. If boat is destroyed, sheep respawns at nearest home territory or CC. Or we can let Sheep swim.

Change History (5)

comment:1 by wraitii, 8 years ago

I really like this idea, I think it's the right kind of stupid - and I mean that in the best possible way, I can really see super fun MP games come out of it. Sort of a dynamic capture the flag.

Last edited 8 years ago by wraitii (previous) (diff)

comment:2 by s0600204, 7 years ago

I've thrown something together, although with a few caveats/notes:

  • The capturing is handled by the currently existing structure capturing system. This does look a bit odd as units appear to convert sheep by giving them a good thwack, but ah well. This admittedly means that only units that can capture structures can capture sheep.
  • Once all the sheep are captured and brought to the territory of either a player or an abitrary group of mutually-allied players, a timer starts that counts down to a win state. The length of time used can be set during game-setup using a dropdown. Messages are shown when a single player or allied group of players control all the sheep, and during the timer countdown.
  • I haven't tested sheep on boats.
  • The mode can be used on any existing skirmish map. If there are any normal sheep on the map they will be replaced with the new capturable "flag" sheep, owned by the player of the territory in which they start. (If there are no sheep on the map, then normal conquest rules apply.)

The code can be found at https://github.com/s0600204/0ad/tree/cts. Alternatively, it can be used in the form of a mod, for current svn/git state: http://s06eye.co.uk/0ad/modFiles/ctsMod.zip; and for A21: http://s06eye.co.uk/0ad/modFiles/ctsMod_A21.zip

I'm submitting this as a proof-of-concept, not as a viable patch that should be committed as-is, nor is this a request for comments (rfc). If someone wishes to take it, tidy it up and resubmit then I have no complaints. I just thought it would be fun to try to implement and wished to share my work rather than have it sit on my hard-drive.

Have fun.

comment:3 by elexis, 7 years ago

Description: modified (diff)
Keywords: game mode sheep removed

Looks fun, though perhaps it would be better to control the number of sheep from a script like regicide (so that there are no more and no less than N sheep on every map. Regular sheep on the map could be replaced with goats or pigs to reduce the impact on the map balancing (ardennes forest) and corrals).

comment:4 by elexis, 6 years ago

Description: modified (diff)

To be honest, I'm not a fan of implementing science fiction or jokes. Why would a leader send his men into war to capture few sheep? (That could be addressed by using anything other than a sheep however)

The only difference to Capture The Relic in the feature description is that it can be transported in ships. This could become optional for relics too. The difference to Capture The Relic in s0600204's branch is that the entity has to be located in the players territor. (It's not a bad feature but I also liked having to scout.)

comment:5 by Imarok, 5 years ago

Component: UI & SimulationSimulation

Move tickets to Simulation as UI & Simulation got some sub components.

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