C2C - Unit Combats

I believe I've seen you activate actions and building missions on unit combat definitions in other examples right?

No. Only one set of units "Tales of..." have one action based on a unit class. All butchering, other missions have values by animal. Some buildings are by animal some by group.

Subdued Animals are immune to terrain damage. It is probably not needed if the animals teleport rather than require escort back to a city.
 
No. Only one set of units "Tales of..." have one action based on a unit class. All butchering, other missions have values by animal. Some buildings are by animal some by group.

Subdued Animals are immune to terrain damage. It is probably not needed if the animals teleport rather than require escort back to a city.

I'm thinking that it won't matter if standard 'barbarian' animals have access to those same actions and building generation capabilities. They wouldn't be able to actually use them unless they had the right ai to do so and being able to see that they CAN might actually be helpful for the player debating which animal to go after if they have options.

Immunity to terrain damage is something we can easily do on a promo.

Yeah, this is just some problem solving to sort out... I think we can and should do this but it'd take some teamwork between us. I'll let you know when my agenda clears enough to work on it. It shouldn't be all that far off with what Nimek is doing with the xml parser taking care of huge chunks of work I had lying in front of me here. (But that same parser will require that I go about the planning on the unitcombats very extensively and thoroughly and immediately so that project is going to be necessary to complete first so I can get this withdrawal/pursuit/early withdrawal mechanism up and running by the next release.)
 
Talking about subdued animals being immune to terrain damage, I think some don't make sense. Such as why should a Penguin be immune to Desert terrain damage? or a Camel to Ice terrain? If we are going to have then be immune it should make sense to the specific animal not just for every animal. In fact some probably should not get immunity for either type (hot or cold).
 
Talking about subdued animals being immune to terrain damage, I think some don't make sense. Such as why should a Penguin be immune to Desert terrain damage? or a Camel to Ice terrain? If we are going to have then be immune it should make sense to the specific animal not just for every animal. In fact some probably should not get immunity for either type (hot or cold).

I'm quite certain the idea was to be able to enable the extraction of those animals when they don't teleport back (using the option that makes them not do so.)

You make a point but it may be more than is necessary to greatly concern ourselves with since we don't have the damage types defined yet. Once we do, we can easily implement this (LATE combat mod development plans). I know we can define the specific terrains they can ignore and all... we could do that but since most simply have the animals teleport back then use them domestically, it would have a relatively low impact on gameplay for the added effort I think, at least for now.
 
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