Unofficialcrusaderpatch: Suggestion: place buildings on top of units

Created on 17 Apr 2020  Â·  6Comments  Â·  Source: Sh0wdown/UnofficialCrusaderPatch

Expacially on longer progressed games there are many workers (and drunks...) walking around, making the placing of buildings really annoying sometimes. As for the AI already does it, maybe it could be enabled to place buildings on top of units wich just dissapear then. Upon placing buildings on workers I guess they would simply respawn as peasents from the keep an be assigned anew while placed-on troops would be lost, for they cannot "respawn".
In case of towers and walls maybe the units could also be 'teleported' on them like at the AI.

enhancement

Most helpful comment

Yes, it is still being worked on, it was only found enough to be even
roughly sure it was possible just before the last release, wed have had to
delay release a month or more to include it. Hopefully next release. No
promises though.

On Tue, 21 Apr. 2020, 1:15 am Admiral-Gumpert, notifications@github.com
wrote:

@Truetobi91 https://github.com/Truetobi91

Side note: There's a problem just the other way around for the AI
featuring the most buggy thing in Crusader: Engineers. The AI may
constantly overbuild their freshly build harass siege engines because they
didn't move fast enough.

I believe @patel-nikhil https://github.com/patel-nikhil has already
looked into the engineers beeing counted correctly, even after siege
engines got destroyed. That way harassing siege engines now get build even
later in the game i suppose.

Still in development right? because I dont see this built anywhere and
with the latest patch also the problem persists

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All 6 comments

Overbuilding is my dream , As I always watch those AIs jealously do this all the time

Checked it out, and its turns out there are tons of check. Like whether your building requires Iron or Mars or Stone to be built on. Farms also check for whether they are on grass etc. All hardcoded with building IDs of course. However, there is a general collision testing with units, trees, rocks etc which I haven't located... must not be far though. But from the experience I have (which is aint much tbh), I bet its a bit harder to separate villagers from units or trees or rocks. May I be wrong... I always wanted it too.

It might be important to also look for the consequences of building on top of units: What happens to a worker; does he respawn or not. I haven't found the issue but I also experienced that bug that if you place a building right in front of a tanner so that he will glitch onto it and despawn, he will not respawn unlike other workers. Will military units be deleted or teleported up on a tower (or just somewhere else see #470). Is the unit counter being updated correctly when deleting units?

Side note: There's a problem just the other way around for the AI featuring the most buggy thing in Crusader: Engineers. The AI may constantly overbuild their freshly build harass siege engines because they didn't move fast enough.

@Truetobi91

Side note: There's a problem just the other way around for the AI featuring the most buggy thing in Crusader: Engineers. The AI may constantly overbuild their freshly build harass siege engines because they didn't move fast enough.

I believe @patel-nikhil has already looked into the engineers beeing counted correctly, even after siege engines got destroyed. That way harassing siege engines now get build even later in the game i suppose.

@Truetobi91

Side note: There's a problem just the other way around for the AI featuring the most buggy thing in Crusader: Engineers. The AI may constantly overbuild their freshly build harass siege engines because they didn't move fast enough.

I believe @patel-nikhil has already looked into the engineers beeing counted correctly, even after siege engines got destroyed. That way harassing siege engines now get build even later in the game i suppose.

Still in development right? because I dont see this built anywhere and with the latest patch also the problem persists

Yes, it is still being worked on, it was only found enough to be even
roughly sure it was possible just before the last release, wed have had to
delay release a month or more to include it. Hopefully next release. No
promises though.

On Tue, 21 Apr. 2020, 1:15 am Admiral-Gumpert, notifications@github.com
wrote:

@Truetobi91 https://github.com/Truetobi91

Side note: There's a problem just the other way around for the AI
featuring the most buggy thing in Crusader: Engineers. The AI may
constantly overbuild their freshly build harass siege engines because they
didn't move fast enough.

I believe @patel-nikhil https://github.com/patel-nikhil has already
looked into the engineers beeing counted correctly, even after siege
engines got destroyed. That way harassing siege engines now get build even
later in the game i suppose.

Still in development right? because I dont see this built anywhere and
with the latest patch also the problem persists

—
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Reply to this email directly, view it on GitHub
https://github.com/Sh0wdown/UnofficialCrusaderPatch/issues/595#issuecomment-616619298,
or unsubscribe
https://github.com/notifications/unsubscribe-auth/ALGGWTS6DRSIKPVMBLK76XLRNRRI3ANCNFSM4MK6DD5Q
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