チケット #44672

Indirect kill of a leader gives no loot

登録: 2022-05-26 05:16 最終更新: 2022-08-06 09:19

報告者:
担当者:
チケットの種類:
状況:
完了
コンポーネント:
マイルストーン:
優先度:
5 - 中
重要度:
5 - 中
解決法:
修正済み
ファイル:
2

詳細

The kill_unit() procedure which is responsible for killing side effects gives loot for a killed gameloss unit if ruleset sets so but only if the unit was the one which actually has been defending. I.e., if you play with killstack on and your leader is in a vulnerable stack covered by a better defender and that defender loses, then the leader is just gone with the stack at the end of the function. His civilisation in effect disappears or goes barbarian but the victor gets no cities, gold or map that they would have if the leader were killed directly. Yes, that goes in line with what happens with a barbarian leader, but it's probably not intended so and is a bug.

Well, when a leader is nuked, maybe we should actually get no loot... or it should be configured in later versions.

チケットの履歴 (9 件中 3 件表示)

2022-05-26 05:16 更新者: ihnatus
  • 新しいチケット "Indirect kill of a leader gives no loot" が作成されました
2022-05-26 05:19 更新者: ihnatus
  • 詳細が更新されました
2022-06-11 21:52 更新者: cazfi
2022-07-09 06:53 更新者: None
コメント

Reply To ihnatus

The kill_unit() procedure which is responsible for killing side effects gives loot for a killed gameloss unit if ruleset sets so but only if the unit was the one which actually has been defending. I.e., if you play with killstack on and your leader is in a vulnerable stack covered by a better defender and that defender loses, then the leader is just gone with the stack at the end of the function. His civilisation in effect disappears or goes barbarian but the victor gets no cities, gold or map that they would have if the leader were killed directly. Yes, that goes in line with what happens with a barbarian leader, but it's probably not intended so and is a bug. Well, when a leader is nuked, maybe we should actually get no loot... or it should be configured in later versions.

Just commenting in older versions (2.6), it was possible to loot by killing (with a sea/air unit) or nuking the leader as a queued action (having the non conquering unit/nuke go to the leader's city/tile at the start of the next turn) and having an AI teammate (either ally with shared vision or an AI teammate) who would see the city is empty would grab it if it has a unit within range.

In 3.0, this is no longer possible because the player is prompted of the success chance in their attack to make an informed decision thus ensuring all attacks happen when its the player's turn.

Not sure if this is relevant or helpful, but just sharing this tidbit in hopes it might be

2022-07-19 13:41 更新者: cazfi
  • 担当者(未割り当て) から cazfi に更新されました
  • 解決法なし から 受領 に更新されました
2022-07-24 23:23 更新者: cazfi
コメント

With limited time to test before 3.0.3, maybe better not to take risk of regressions from this.

2022-08-06 09:19 更新者: cazfi
  • 状況オープン から 完了 に更新されました
  • 解決法受領 から 修正済み に更新されました

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