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Implement independent stance from every tribe to every other tribe #2119
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(by tiborb95) |
(by nordfriese) |
(by tiborb95) you see that AI gets the information if building is attackable from the "core". If the response was "false" it would do the trick, though I am not sure how would AI cope with changed status of such building (when you decide to change it with LUA)... But the bottom line is where your new information (who is attackable for whom) should be stored... |
(by tiborb95) |
(by gunchleoc) |
(by tiborb95) What about new "pacifist" flag? He would never attack and would not interfere with team stuff. But I am afraid, next request will be like: I want player A to be able to attack B who is in the same member, but not attack C who is in different team... |
(by gunchleoc) |
(by nordfriese) |
(by franku) function prevent_attack() This works just nicely and shows a dialog to the player which covers the field_action window. I use three warning levels here: On first show warning1 on second click warning2 and so on. I think such thing could also be adapted to show the warning when clicking on an attackable building of a specific player. |
(by gunchleoc) |
(by nordfriese) |
(by ypopezios) |
(by gunchleoc) |
It should be possible to set via scripting that player x may/mustn't attack player y.
This will be necessary to fix an issue in the second frisian scenario (see also bug 1792478, #28).
Imported from Launchpad using lp2gh.
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