Bridges on moats not working IMPLEMENTED
- phoenixffyrnig
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Bridges on moats not working IMPLEMENTED
When a bridge is built on a moat the tile still has the penalties of a moat, ie armour mali, removed action.
I have encountered this with wooden bridges and another player has separately had this with stone bridges.
I have encountered this with wooden bridges and another player has separately had this with stone bridges.
I also play an RTS game called Life
And I also like drinking beer!
And I also like drinking beer!
Re: Bridges on moats not working.
They are working partially.
Movement through such tiles is changed.
But I agree, that those terrain effects shouldn't affect units carried.
I added code request to make it happen.
Movement through such tiles is changed.
But I agree, that those terrain effects shouldn't affect units carried.
I added code request to make it happen.
Age of Strategy design leader
- phoenixffyrnig
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- Joined: Fri Nov 29, 2019 1:07 pm
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Re: Bridges on moats not working ANSWERED
Unit on a bridge over a moat still loses any actions he has.
I also play an RTS game called Life
And I also like drinking beer!
And I also like drinking beer!
Re: Bridges on moats not working ANSWERED
I made a few tests, using very very weird techniques to get rid of it, but none works unfortunately.
I am really out of options here.
The only real way needs code change, so we are waiting.
But I don't recall changing topic to answered. I'll change it back, as it's ongoing issue.
I am really out of options here.
The only real way needs code change, so we are waiting.
But I don't recall changing topic to answered. I'll change it back, as it's ongoing issue.
Age of Strategy design leader
- makazuwr32
- Posts: 7832
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- Location: Moscow, Russia
Re: Bridges on moats not working
i have one idea how can this issue be fixed but... it is unorthodox one.
Make one type of bridges (stone maybe?) as tiles so when completed they transform for good into bridge tile. In this case bridge tiles will override effects of moats.
I do not advise to go this way alas.
Make one type of bridges (stone maybe?) as tiles so when completed they transform for good into bridge tile. In this case bridge tiles will override effects of moats.
I do not advise to go this way alas.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Bridges on moats not working
No can do.
Moats are already on decoration layer, so it would just be equal to removing it all along.
And bridges could just remove decoration layer item under it, without such combination.
But imo moats would be too nerfed with it.
Moats are already on decoration layer, so it would just be equal to removing it all along.
And bridges could just remove decoration layer item under it, without such combination.
But imo moats would be too nerfed with it.
Age of Strategy design leader
Re: Bridges on moats not working
Sorry. I think i'm the one who set it. I didn't read your post much before, i probably only understood that it was working or something.
My bad.
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- Site Admin
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Re: Bridges on moats not working
yes please dont do such hackingsmakazuwr32 wrote: ↑Sun Jun 20, 2021 2:29 pm i have one idea how can this issue be fixed but... it is unorthodox one.
Make one type of bridges (stone maybe?) as tiles so when completed they transform for good into bridge tile. In this case bridge tiles will override effects of moats.
I do not advise to go this way alas.
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Re: Bridges on moats not working
here question is: ALL terrain effects should be neglected inside ALL types of "carrier" units?
by carrier units i mean unist that can "carry" other units
- bridges
- factories
- TCs
- transportships
- ground transports
and so on.
by carrier units i mean unist that can "carry" other units
- bridges
- factories
- TCs
- transportships
- ground transports
and so on.
- makazuwr32
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- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Bridges on moats not working
Towers and tower-like units (ent warriors for example; in general any units inside whom carried units can act normally) should not prevent carried units from being affected by terrain as for me. Tc and bridges are an exception.
Other carriers should prevent units inside from being affected by terrain effects.
Other carriers should prevent units inside from being affected by terrain effects.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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- Site Admin
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Re: Bridges on moats not working
sorry i dont understand which should let terrain effects affect units inside and which is not?
- bridges
- factories
- towers
- TCs
- transportships
- ground transports
- ent warrior (btw: why is it topwer like unit what is tower likelihood?)
my real questions is: sould there be a "in code" default, or should i make a specunitaction that can be set to carriers like "IS_CARRIER_HIDES_TERRAIN_DRAWBACKS" (there is a similar bool flag from earlier btw)
this is from modders point of view.
- bridges
- factories
- towers
- TCs
- transportships
- ground transports
- ent warrior (btw: why is it topwer like unit what is tower likelihood?)
my real questions is: sould there be a "in code" default, or should i make a specunitaction that can be set to carriers like "IS_CARRIER_HIDES_TERRAIN_DRAWBACKS" (there is a similar bool flag from earlier btw)
this is from modders point of view.
Re: Bridges on moats not working
As for me - carriers, that have emulatesTerrains should change terrain effects.
Specifically - unit carried should be affected by terrain effects of whatever terrainTile was used for emulation.
But if it's too complicated or too ambiguous (I don't really know how exactly terrain emulation works) IS_CARRIER_HIDES_TERRAIN_DRAWBACKS is perfectly sufficient.
Specifically - unit carried should be affected by terrain effects of whatever terrainTile was used for emulation.
But if it's too complicated or too ambiguous (I don't really know how exactly terrain emulation works) IS_CARRIER_HIDES_TERRAIN_DRAWBACKS is perfectly sufficient.
Age of Strategy design leader
- makazuwr32
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Re: Bridges on moats not working
For current plans of terrain effects in aof units inside those types of carriers mentioned in my previous post must be affected by all possible terrain effects.
Bridges, town centers, factories, any sort of transport units (inside whom units can't act at all — ones who work similar to wagons in this case) and mega buildings must prevent units inside from being affected by any terrain effects as for me.
Maybe with exception of roads.
Towers and units with carry capacity inside which carried units can act like in tower (ent warrior, human warship and human destroyer, battering ram of humans and dwarves in aof, chariots after "spacious chariot" tech in aos) must not prevent units inside from being affected by terrain effects.
I am fine with that spec action idea for carriers.
Bridges, town centers, factories, any sort of transport units (inside whom units can't act at all — ones who work similar to wagons in this case) and mega buildings must prevent units inside from being affected by any terrain effects as for me.
Maybe with exception of roads.
Towers and units with carry capacity inside which carried units can act like in tower (ent warrior, human warship and human destroyer, battering ram of humans and dwarves in aof, chariots after "spacious chariot" tech in aos) must not prevent units inside from being affected by terrain effects.
I am fine with that spec action idea for carriers.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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- Site Admin
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Re: Bridges on moats not working
uos 10 in AOS.
please test it
please test it