Freagarach Posted July 20, 2020 Report Share Posted July 20, 2020 Hi all In https://code.wildfiregames.com/rP23856 the visible garrison points (e.g. positions where archers reside on a wall) are moved from GarrisonHolder to a separate file (TurretHolder.js) and the VisibleGarrisonPoints are named TurretPoints now. This was necessary because occupying a turret is inherently different from being garrisoned inside a building. For now the two are still tied together (garrisoning a building which has turret points will occupy such a turret point if allowed) but in the future we plan to make the split compleat. With this change we can finally allow (without hacks) turret points to be occupied forced, bringing https://code.wildfiregames.com/D1958 (subunits on e.g. elephants and chariots) a step closer. Feel free to ask questions if there are things unclear! 1 1 Quote Link to comment Share on other sites More sharing options...
happyconcepts Posted July 21, 2020 Report Share Posted July 21, 2020 Thank you for the notification @Freagarach can you say the impact on garrisoned ships? I dont know if a ship by design is more like a turret or a building! Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 21, 2020 Report Share Posted July 21, 2020 1 hour ago, happyconcepts said: Thank you for the notification @Freagarach can you say the impact on garrisoned ships? I dont know if a ship by design is more like a turret or a building! It only affects entities with visible garrison points, like walls. 1 Quote Link to comment Share on other sites More sharing options...
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