待辦事項 #44672

Indirect kill of a leader gives no loot

啟用日期: 2022-05-26 05:16 最後更新: 2022-08-06 09:19

回報者:
負責人:
類型:
狀態:
關閉
元件:
里程碑:
優先權:
5 - 中
嚴重程度:
5 - 中
處理結果:
修正
檔案:
2

細節

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.

Ticket History (3/9 Histories)

2022-05-26 05:16 Updated by: ihnatus
  • New Ticket "Indirect kill of a leader gives no loot" created
2022-05-26 05:19 Updated by: ihnatus
  • Details Updated
2022-06-11 21:52 Updated by: cazfi
2022-07-09 06:53 Updated by: None
評語

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 Updated by: cazfi
  • 負責人 Update from (無) to cazfi
  • 處理結果 Update from to Accepted
2022-07-24 23:23 Updated by: cazfi
評語

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

2022-08-06 09:19 Updated by: cazfi
  • 狀態 Update from 開啟 to 關閉
  • 處理結果 Update from Accepted to 修正

編輯

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