#4398 closed defect (fixed)
[PATCH] Fishing, merchant and military ships should not heal
Reported by: | elexis | Owned by: | Stan |
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Priority: | Should Have | Milestone: | Alpha 22 |
Component: | UI & Simulation | Keywords: | patch |
Cc: | Patch: |
Description
Considering that units need to garrison a civic center, temple or a special building to heal (explicitly not defensive structures (towers, fortresses, wall towers)), it is counterintuitive that fishing, merchant and military ships can be garrisoned to heal units. Refs r11292 r18528.
This mostly plays a role in nomad maps and hypothetical campaign maps where the player doesn't get a city yet, when players are forced to build ships instead of civic centers first and fight beforehand.
Search simulation/templates/
for BuffHeal
to remove bonuses.
Attachments (2)
Change History (16)
comment:1 by , 7 years ago
Milestone: | Backlog → Alpha 22 |
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by , 7 years ago
comment:2 by , 7 years ago
Keywords: | review patch added; simple removed |
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Owner: | set to |
Status: | new → assigned |
Summary: | Fishing ships should not heal → [PATCH] Fishing, merchant and military ships should not heal |
comment:4 by , 7 years ago
@elexis: are you convinced too for war ships? (I have no opinion). (I don't get the argument with nomad maps.) edit: you mean it will push player to do fight, heal, fight, heal... at start of game?
comment:5 by , 7 years ago
We don't have health regain for military units, like siege towers, rams, fortresses, towers or even barracks and houses. (And I'm not aware merchant ships and fishing ships are historically known for their anti-aging effect, so it should be removed from all ships).
Indeed, it's much more relevant in actual naval games than some sicilia nomad scenario edgecase. One can just park the ships somewhere and after some time, the units will have regained the full health, even behind some enemy island far away from any temples or civic centers.
It could be implemented as some kind of bonus or tech if we want to keep it (perhaps some civ bonus or something that costs 1000 food that's about better food supplies on ships).
comment:6 by , 7 years ago
No, I was just asking, so consistency/policy is our main arg. (only civic stuff heal, edit: or military, see barracks with a tech). We could look at special building too then? (but it's not the title of the ticket).
by , 7 years ago
Attachment: | 4398.1.diff added |
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Me being retarded the buffheal is not an optional parameter.
comment:8 by , 7 years ago
Keywords: | review removed |
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Priority: | Nice to Have → Should Have |
Thanks for the patch Stan! Too bad that you had to wait 2 months again. It was a thorn in my flesh that fishing ships could heal, even triremes.
That what fatherbushido said is correct, players used it to attack, then garrison to heal, attack again and repeat, which is quite cheap. The healrate is not comparable to a temple but still allows this tactic which is entirey historically inaccurate and undesirable from a gameplay pov IMO.
Healing barracks seem a bit out of place too on first sight, but at least we have a justification here with the researched technology. We could have a similar tech too to allow healing on ships if we want to.
Also I agree that we should look at special buildings, don't fully see the point in them healing either. It might be considered a place of rest though. I can provide the patch, but I'd like to have any kind of feedback beforehand.
comment:10 by , 7 years ago
Patch as in https://en.wikipedia.org/wiki/Patch_(Unix)
not to confuse with https://en.wikipedia.org/wiki/Patch_(computing)
comment:11 by , 7 years ago
I don't understand your comment fatherbushido. I didn't want to claim that Stan is a great programmer, in case disagreeing with such a statement was the intention of your comment. In that case this would also be entirely the wrong place to discuss this and you might want to read the last thing I posted about that.
Remove the <BuffHeal>1</BuffHeal> from the templates, therefore preventing ships to heal units.