Opened 14 years ago

Closed 9 years ago

Last modified 9 years ago

#646 closed defect (invalid)

Units should detect if enemies are nearby

Reported by: Kieran P Owned by:
Priority: Should Have Milestone:
Component: Core engine Keywords:
Cc: Patch:

Description (last modified by Kieran P)

Current Problem

Currently, if a unit is doing something (like chopping wood, or farming), that unit doesn't detect that enemies are approaching. This means that unless the player notices the attack, the enemy can wipe out a large part of the persons units without them knowing, because the units keep working on what they were told to do.

Also, if enemies are chasing a unit, they will not attack anything that gets near them, but ignore it, and keep following the unit they want to attack, so as long as the unit keeps moving, those units end up worthless. Ideally, if they are attacked by a unit, they go and attack that unit, instead of changing a unit they can't catch up with.

A classic example of this: Enemy is attack fortress then BAM, player lets 20 units out of it to attack. Enemy doesn't fight back, but continues to fight fortress, and then dies.

Recommended Fix

If the unit is a women, that women should seek protection in the nearest building she can garrison inside. If one cannot be found, she should run back toward the town center and garrison inside that.

Discuss: If that happens (an attacked women flees to town center), should the closest idle infantry be summoned to the town center to defend it?

If the unit is an infantry unit, they should act as if they were idle. Stop what they were doing, and go and attack the enemy. What they were doing should be stored though, so that if the unit survives the attack, and no more enemies are approaching, the unit should resume what they were doing (chopping wood, farming etc).

Discuss: If the worker is killed, should nearby infantry be called to that spot?

Implementation

Attack priorities? strongest -> weakest -> buildings. So heros before normal infantry, then women, then buildings. Sound possible?

Change History (12)

comment:1 by Kieran P, 14 years ago

Description: modified (diff)

comment:2 by Kieran P, 14 years ago

Description: modified (diff)

comment:3 by Kieran P, 13 years ago

Milestone: Alpha 3Alpha 4

comment:4 by Kieran P, 13 years ago

Owner: Philip Taylor removed

comment:5 by Kieran P, 13 years ago

Priority: Must HaveShould Have

comment:6 by Kieran P, 13 years ago

Milestone: Alpha 4Alpha 5

comment:7 by Kieran P, 13 years ago

Milestone: Alpha 5Alpha 6

comment:8 by Kieran P, 13 years ago

Milestone: Alpha 6Alpha 7

comment:9 by Kieran P, 13 years ago

Milestone: Alpha 7Backlog

comment:10 by wraitii, 9 years ago

Milestone: BacklogAlpha 19
Resolution: invalid
Status: newclosed

comment:11 by wraitii, 9 years ago

Invalid because the original description no longer apply and unitAI has changed so much since A3 that it most likely isn't relevant anymore.

comment:12 by leper, 9 years ago

Milestone: Alpha 19
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