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Feature #864356

Don't fight units with 0 defense

Added by Alexandro Ignatiev over 1 year ago. Updated 8 months ago.

Status:
Closed
Priority:
Normal
Category:
General
Sprint/Milestone:
Start date:
Due date:
% Done:

0%

Estimated time:

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).

0038-Add-Action-Wipe-Units.patch (33.3 KB) 0038-Add-Action-Wipe-Units.patch Marko Lindqvist, 2021-03-15 07:50 AM
0035-Add-Action-Wipe-Units.patch (33.3 KB) 0035-Add-Action-Wipe-Units.patch Marko Lindqvist, 2021-03-15 04:22 PM
0008-Add-Action-Wipe-Units.patch (33.3 KB) 0008-Add-Action-Wipe-Units.patch Marko Lindqvist, 2021-03-23 09:57 PM

History

#1 Updated by Marko Lindqvist 9 months ago

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.

#2 Updated by Marko Lindqvist 9 months ago

The occupying part comes in Feature #922859

#3 Updated by Sveinung Kvilhaugsvik 9 months 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?

#4 Updated by Marko Lindqvist 9 months 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.

#5 Updated by Marko Lindqvist 9 months ago

- Rebased against current git HEAD
- Action result name renamed to match the practice

#6 Updated by Marko Lindqvist 9 months ago

  • Status changed from In Progress to Resolved

#7 Updated by Alexandro Ignatiev 9 months 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.)

#8 Updated by Marko Lindqvist 9 months ago

- Check total defense power instead of base defense_strength

#9 Updated by Marko Lindqvist 8 months 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...

#10 Updated by Sveinung Kvilhaugsvik 8 months 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.

#11 Updated by Marko Lindqvist 8 months ago

  • Status changed from Resolved to Closed
  • Assignee set to Marko Lindqvist

#12 Updated by Marko Lindqvist 8 months 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

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