MantisBT - VCMI
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0002564VCMIMechanics - Objectspublic2016-10-19 19:312024-01-30 19:18
0002564: Player shouldn't be able to control defence of dwellings
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.
No tags attached.
related to 0002562closed  AI attacking dwelling without taking guards into account and dying 
related to 0002369closed FeniksFire Option needed to use both BattleAI / StupidAI depend on who's fighting 
has duplicate 0002505closed  creature dwelings if captured fall under the control of the person under attack enemy hero 
related to 0001346assigned Warmonger Missing feature - Player should be able to see exact number of guards in visited bank 
Issue History
2016-10-19 19:31SXXNew Issue
2016-10-19 19:31SXXRelationship addedrelated to 0002562
2016-10-19 19:32SXXDescription Updatedbug_revision_view_page.php?rev_id=3280#r3280
2016-10-19 19:32SXXRelationship addedrelated to 0002369
2016-10-19 22:09SXXRelationship addedrelated to 0001346
2022-03-16 20:33PovelitelRelationship addedhas duplicate 0002505
2023-04-12 19:15krsNote Added: 0008593
2023-04-12 22:25IvanStatusnew => confirmed
2024-01-30 19:18IvanNote Added: 0008895
2024-01-30 19:18IvanStatusconfirmed => closed

2023-04-12 19:15   

Moved to Git: [^]

Can be Closed
2024-01-30 19:18   
Closing issues that were migrated to Github