This is a draft in for discussion. It is my current idea of how battle should be implemented, but it is likely that it will undergo some changes.
[edit] AttackingWhen one player attacks another, he can choose which building is going to be attacked, he then gets a list of soldiers which are available and can choose how many are attacking. The soldiers then start walking towards the enemy building (this is, when all treaties break down). The defender gets a message that he is attacked, as soon as the attacker pressed the attack button. This is easy, only intercept command EnemyFlagAction. The defenders soldiers react automatically to the attack: a few of them walk towards the attacking soldiers and intercept them; the active defending soldiers come from all military buildings in the are, not only from the attacked one. When a defending soldier leaves a building to intercept an attacker, the two soldiers go to the middle node between them and their battle begins there. There is no hunting (or following). If the node is already marked for a battle, the fighters search for a free one near the chosen one. This is method offers more overview on a big assault, instead of having all those soldiers running around. [edit] Unfair fightingIt may happen when intercepting, that two (or more) defenders intercept one attacker, if so, the other soldiers queue on the node, the attacker fights the first interceptor, if the attacker wins, he waits and fights the second interceptor and so on. Soldiers which are queued for a fight, can be attacked by some other fighter. This leads to a new battle between those two. Well, this thing is mostly done, I have some little problems locating a battle but it will be finished at shot time. When I finish it, the project will receive a new patch
[edit] Attacking a building
[edit] What is user configurableOn attacks, the soldiers. (Number of soldiers & strongest/weakest soldier) Best would be, when a list of available soldiers is shown, so that you can launch this soldier for an attack with a double click (this marks the soldier in the listselect with a green hook or something, you hit attack and the marked soldiers march to fight). This would give perfect control over who is attacking.
If you allow this, specific soldier selection, then some options at the configuration window of military things (little above here) will be seemless, will not be needed.
All defending stuff is configurable: the percentage of actively defending soldiers (if all soldiers defend actively, no one stays home to stop a second assault on another building); if the weak or the strong should defend. The default percentage of soldiers per building should also be configurable for at least: border, middle land, home land. And of course, all military sites are configurable by themselves. Sure, there must be a configure window to setup all this stuff, similar to S2.
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About Battle
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