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Feature #729194
Ruleset-flexible combat duration
0%
Description
Right now combat happens in turns and ends "when one of the opponents is dead".
Instead, make it possible to have N rounds of combat. "N" will be defined in the ruleset, either globally, for a unit class or for each individual unit (preferably all of the above, with the more specific class overriding OR adding to the more general value).
Terrain can modify N, which is also defined in the ruleset (combat ends sooner in forest because it's easier to disengage or safely retreat).
For N=0 combat ends as before, "when one of the combatants dies".
Related issues
History
#1
Updated by Marko Lindqvist over 4 years ago
- Sprint/Milestone deleted (
2.5.11)
#2
Updated by Marko Lindqvist over 4 years ago
- Sprint/Milestone set to 3.1.0
#3
Updated by Marko Lindqvist over 4 years ago
- File 0066-Add-server-setting-combatrounds.patch 0066-Add-server-setting-combatrounds.patch added
- Status changed from New to Resolved
Attached patch implements something like that as a server setting.
Veterancy can be gained even if the combat does not end to the total defeat of one side. In fact, it's even possible that both sides gain veterancy in such a combat.
#4
Updated by Marko Lindqvist over 4 years ago
- Blocks Feature #732541: "Combat_Rounds" effect added
#5
Updated by Marko Lindqvist over 4 years ago
- Category set to General
- Assignee deleted (
Dalibor Perkovic) - Sprint/Milestone changed from 3.1.0 to 3.0.0
This was requested by several people, so it makes sense to try to introduce this in 3.0 already, despite the risks associated with changing core assumptions of the combat code.
#6
Updated by Marko Lindqvist over 4 years ago
S3_0 version of the patch
#7
Updated by Marko Lindqvist over 4 years ago
Patch rebased.
A lot of Feature #699770 stuff must go in before this one.
#8
Updated by Marko Lindqvist about 4 years ago
- Status changed from Resolved to Closed
- Assignee set to Marko Lindqvist