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Feature #864356
closedDon't fight units with 0 defense
0%
Description
A behaviour known in Civ3: whatever number of units is in an attacked city, if not a single one of them can actually defend, workers surrender and planes/ships perish in a moment as soon as the first single unit bothers to conquer the site. We already can capture any number of caravans at time, but a single diplomat "protects" them. A number of diplomats put in a city steal several moves from an attacker to deal with them when actually neither of them can fight anything.
Make a switch in rulesets to prevent defense 0 units interrupting conquerors. (Probably, make a separate one in another ticket to move a capturer on the tile of the captured).
Files
Updated by Marko Lindqvist over 3 years ago
- File 0038-Add-Action-Wipe-Units.patch 0038-Add-Action-Wipe-Units.patch added
- Status changed from New to Resolved
- Sprint/Milestone changed from 3.1.0 to 3.2.0
Attached patch adds Action "Wipe Units" that wipes all the units from the target tile at once, even if stack death usually would not apply. There's a hard requirement that none of the units has positive defense strength.
Updated by Marko Lindqvist over 3 years ago
The occupying part comes in Feature #922859
Updated by Sveinung Kvilhaugsvik over 3 years ago
I really like this solution. I noticed that you used "_" rather than " " for the action result name. Do you think all action results should switch from space to underscore?
Updated by Marko Lindqvist over 3 years ago
- Status changed from Resolved to In Progress
Sveinung Kvilhaugsvik wrote:
I really like this solution. I noticed that you used "_" rather than " " for the action result name.
That was a mistake. Will fix to match current practice in next version.
Updated by Marko Lindqvist over 3 years ago
- Rebased against current git HEAD
- Action result name renamed to match the practice
Updated by Marko Lindqvist over 3 years ago
- Status changed from In Progress to Resolved
Updated by Alexandro Ignatiev over 3 years ago
Shouldn't we check defense strength after modifiers? (Civ3: fighters do have defense in air combats but are wiped in cities.)
(Also, not exactly what I wanted, diplo still can protect caravan from being captured, but, well, good for its own.)
Updated by Marko Lindqvist over 3 years ago
- Check total defense power instead of base defense_strength
Updated by Marko Lindqvist over 3 years ago
Alexandro Ignatiev wrote:
(Also, not exactly what I wanted, diplo still can protect caravan from being captured, but, well, good for its own.)
Yeah, I were mainly thinking about the "capturing a city with no real defenders" case.
Now I'm bit worried If we want different approach for capturing units (that themselves have non-zero defense) in the future, this may conflict with such plans. Of course, until S3_2 d3f we can freely readjust this...
Updated by Sveinung Kvilhaugsvik over 3 years ago
Marko Lindqvist wrote:
Now I'm bit worried If we want different approach for capturing units (that themselves have non-zero defense) in the future, this may conflict with such plans.
There is room for more than one capture action, wipe action etc.
Updated by Marko Lindqvist over 3 years ago
- Status changed from Resolved to Closed
- Assignee set to Marko Lindqvist
Updated by Marko Lindqvist over 3 years ago
Alexandro Ignatiev wrote:
(Also, not exactly what I wanted, diplo still can protect caravan from being captured, but, well, good for its own.)
Opened -> Feature #924536