Changes between Initial Version and Version 1 of Ticket #797, comment 2


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Timestamp:
Jun 25, 2013, 1:36:49 PM (11 years ago)
Author:
sanderd17

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  • Ticket #797, comment 2

    initial v1  
    33It implements the ability to ungarison from a tower to a wall by setting the rallypoint on the wall. Currently, only the Iberian long wall has this possibility (which is enough for testing). There are still a lot of problems with it:
    44
    5 * Units can go "flying" when they accidentally ungarrison next to the wall instead of on it. They keep flying until they garrison again
    6 * Units that promote while being on the wall also go flying
    7 * This method will never work for gates (converting the wall to a gate currently drops the units on it to the ground)
    8 * The pathfinder sometimes causes problems (walls are tight), sometimes units are able to pass, other times they aren't. I'll wait to see how the next pathfinder solves this.
    9 * It only works when the wall is damaged (I need to figure out how to get the target when you can't do anything with it). But this ''should'' be an easy fix when I find the right method.
    10 * When the wall is destroyed, they're also dropped to the ground
    11 * Having melee units on the walls makes no sense. So there should be extra checks about what units are allowed on the walls.
     5 * Units can go "flying" when they accidentally ungarrison next to the wall instead of on it. They keep flying until they garrison again
     6 * ~~Units that promote while being on the wall also go flying~~ reported in #2004
     7 * This method will never work for gates (converting the wall to a gate currently drops the units on it to the ground)
     8 * The pathfinder sometimes causes problems (walls are tight), sometimes units are able to pass, other times they aren't. The new pathfinder seems to do a better job.
     9 * It only works when the wall is damaged (I need to figure out how to get the target when you can't do anything with it). But this ''should'' be an easy fix when I find the right method.
     10 * When the wall is destroyed, they're also dropped to the ground
     11 * Having melee units on the walls makes no sense. So there should be extra checks about what units are allowed on the walls.
     12 * ~~Melee units with a long range can do damage to ranged units on the walls~~ see #2001
    1213
    1314Currently, the units are physically on the wall, so they're still selectable, and vulnerable. Extra armour could be given to simulate the protection from the wall (but no 100% armour, as they're more vulnerable than in a tower).