[Question] Town Tactical Combat Question

Ok I have been pondering how to solve the problem of destructible walls and I might have an idea but it needs review.

The summon defender units could be modified to add wall and gate units that have a graphic of a wall and a gate that fills an entire square.  The tactical maps of towns would have to be modified to allow additional spawn points for the defending units.

Sort of looking like this,

                    X        
                    X        
U U U               X   U U U
                    X        
U U U               G   U U U
                    G        
U U U               X   U U U
                    X        
                    X        
                    X        

Where U is the normal unit spawns, X are "Wall" units, and G are "Gate" units.  With the current lack of LOS targeting this would act as a sort of band-aid for creating destructible walls.  Also to make sure the walls and gates don't change motion they wold all have an auto-buff of being perma stunned.  Set their attack to 0 Defense to 20, 40, 60 for each upgrade level.

Ok, now that I have the idea out is this even possible?

3,812 views 5 replies
Reply #1 Top

Is this possible?

Reply #2 Top

Not really?

It's an interesting idea but I don't think you can place individual units in specific tiles. Also I don't think auto stunning would work.

What you could do is use the map editor to make tactical maps with industructible walls for city sieges.

Reply #3 Top

I know its possible to force a Ranged Unit to the end of the line for unit line up so I was thinking just teach the AI to post the wall and gate units at the assigned spots by giving the tile an assigned spawn point.  This might be something that has to be hardcoded but it seems like this should work in theory.

Reply #4 Top

There are so many problems with this it really is pointless. Tactical battles just wasn't built with this in mind. The best we can do is having pretty tactical maps, maybe some terrain bonuses. But the AI won't understand any of these new mechanics.

Reply #5 Top

Well, here was my thought process for this.  The AI recognizes ranged units and caster units as well as defender units (sort of).  Each of the "wall" and "gate units would be listed as a defender style unit.  So they are low priority for ranged units but for for melee units they are a higher priority but still pretty low.  Since the AI attacks whatever is presented in front of it first usually it would attack a wall unit first.  The way I think the AI could handle this is by setting it to have a similar profile as a defender unit but with such a low value that once the wall was breached it would then proceed through the breach towards other units.