Anonymous | Login | 2024-11-23 11:14 UTC |
My View | View Issues | Change Log | Roadmap |
View Revisions: Issue #2564 | [ Back to Issue ] | ||
Summary | 0002564: Player shouldn't be able to control defence of dwellings | ||
Revision | 2016-10-19 19:31 by SXX | ||
Description | In H3 when dwelling that usually have guards is captured it's will stay unguarded until the next week and this part works properly in VCMI. Once next week come guards reappear and other player who decide to capture dwelling should fight them again. The difference is that in H3 you aren't able to control guards and not even receive any special notification when dwelling is captured. In VCMI currently it's let you control guards as they were garrison of your. While this can be named feature we probably want to at least have option to make guards uncontrollable. |
||
Revision | 2016-10-19 19:32 by SXX | ||
Description | In H3 when dwelling that usually have guards is captured it's will stay unguarded until the next week and this part works properly in VCMI. Once next week come guards reappear and other player who decide to capture dwelling should fight them again. The difference is that in H3 you aren't able to control guards and not even receive any special notification when dwelling is captured. In VCMI currently it's let you control guards as they were garrison of your. While this can be named feature we probably want to at least have option to make guards uncontrollable. PS: Just in case behaviour is exactly the same in H3 when playing hotseat or over network: dwelling guards always controlled by the AI. |
Copyright © 2000 - 2024 MantisBT Team |