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[Gameplay] - [WIP] Spartan spikes
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Authored by Langbart on Tue, Oct 12, 1:54 PM.

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Summary

The idea for this gameplay feature comes from a mod called MetaGameV2 Mod Version 2 (22/Nov/16) made by Eraser, who wrote:

[...] this mod is more than a game it's a pool of concepts and ideas for the main game, using existing resources.

The basic idea is to give the Spartan civ a strong weapon to defend against cavalry attacks. The spike deals damage against cavalry units that get too close to it.
Here are some short videos:

  • Attack from behind has no effect**

  • Attack from the front causes damage **

I only chose the Spartans to make the civ more unique. Could also be extended to other civs.
Gameplay image:

Test Plan

Apply the patch, let the Spartan Civ build some spikes.

Event Timeline

Langbart created this revision.Tue, Oct 12, 1:54 PM
Owners added a subscriber: Restricted Owners Package.Tue, Oct 12, 1:54 PM

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/5061/display/redirect

Langbart published this revision for review.Tue, Oct 12, 1:59 PM
Langbart edited the summary of this revision. (Show Details)
Langbart edited the summary of this revision. (Show Details)Tue, Oct 12, 2:05 PM

Successful build - Chance fights ever on the side of the prudent.

Debug: 
Microsoft (R) Build Engine version 15.9.21+g9802d43bc3 for .NET Framework
Copyright (C) Microsoft Corporation. All rights reserved.

Release: 
Microsoft (R) Build Engine version 15.9.21+g9802d43bc3 for .NET Framework
Copyright (C) Microsoft Corporation. All rights reserved.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/6152/display/redirect

Langbart updated this revision to Diff 18811.Tue, Oct 12, 2:28 PM
Langbart edited the summary of this revision. (Show Details)

Removing capture points and the rangeoverlay.

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/5062/display/redirect

Langbart edited the summary of this revision. (Show Details)Tue, Oct 12, 2:30 PM

Successful build - Chance fights ever on the side of the prudent.

Debug: 
Microsoft (R) Build Engine version 15.9.21+g9802d43bc3 for .NET Framework
Copyright (C) Microsoft Corporation. All rights reserved.

Release: 
Microsoft (R) Build Engine version 15.9.21+g9802d43bc3 for .NET Framework
Copyright (C) Microsoft Corporation. All rights reserved.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/6153/display/redirect

I'd rather have D1838 for this. ^^'

binaries/data/mods/public/simulation/templates/structures/spart/single_spike_angle.xml
36

?

marder added a subscriber: marder.Tue, Oct 12, 7:11 PM

I really like the idea.
@Freagarach sure with proximity attack would be nicer, but one could still use this as a proxy for now and then use the proximity attack once that is in the game?

This seems pretty different from a proximity damage (aka trampling). It’s basically just palasaides that deal dmg. I’m not crazy about turtling in general but I guess it’s fine if the stats (cost, build time, and dmg) are right. Otherwise this could really slow things down and limit Cavs’ ability to move around.

I would warn, however, this can create a real mess with pathfinding as units may inadvertently walk by these and get damaged. That would be neither realistic nor desirable from a gameplay perspective

Langbart planned changes to this revision.Tue, Oct 12, 8:48 PM

I would warn, however, this can create a real mess with pathfinding as units may inadvertently walk by these and get damaged. That would be neither realistic nor desirable from a gameplay perspective

Yes, you are right. The AI keeps sending cavalry units to the same place and the horses keep dying. There is no need to test this patch further.

sad, but yes when the units just commit suicide its not a good idea