yairm210 / Unciv

Open-source Android/Desktop remake of Civ V
Mozilla Public License 2.0
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Feature request: Lookout action #10577

Open hackedpassword opened 1 year ago

hackedpassword commented 1 year ago

Before creating

Problem Description

A UI unit button with similar traits to Fortify, Sleep, etc, but when an enemy unit is within visibility, the Lookout action ends restoring activity to the unit, and the player won't miss some sneaky assault in a far away land that wasn't being actively monitored. /end of actual feature request

Related Issue Links

No response

Desired Solution

Implementation

Alternative Approaches

Add vibration support to get buzzed when an enemy is in city borders. Not really. Issue page here thinks it's a problem request so the usual problem boxes are here. Why is this a problem request when it should be a feature request?

Additional Context

Easy one liner code addition for sure and definitely less than 80 chars. K all fields are go.

SomeTroglodyte commented 1 year ago

"Sleep"

SeventhM commented 1 year ago

This just sounds like asking for Civ 5's fortify+sleep option

SomeTroglodyte commented 1 year ago

In other games called "Sentinel" methinks... While we're at it: did Civ5 allow set-up catapults to sleep without losing set-up?

SeventhM commented 1 year ago

Ah, looking at it, in civ 5, neither sleep nor fortify units wakes up when an enemy comes near. They only do so if you set them to "alert". It's that units in civ 5 can sleep + alert or fortify + alert (though there's and... interesting interaction between fortify and alert that may be unintentional where it can't get the 40% defense bonus because of how waking up units works)

did Civ5 allow set-up catapults to sleep without losing set-up?

I... can't find info on that, and there's no way I'm getting Civ 5 set up on my flash drive in a way that'll let me check. I suspect the answer is "yes, catapults can be sleeping/fortified after setting up, but no, they can't do both in the same turn because the act of setting up is 1 movement" (intentional difference from civ 5: we deduct the movement from setting up at end of turn instead of immediately)

hackedpassword commented 1 year ago

interaction between fortify and alert that may be unintentional where it can't get the 40% defense bonus

Sounds intentional. Being alert could imply short patrols for example (in meta) and the def bonus implies bunkering down with limited visibility.

Being set up and alert sounds like a pre-battle scenario, units just beyond the gates locked and loaded while the city units look on at the impending charge.

SeventhM commented 1 year ago

It may be intentional, but I kinda doubt it because it only doesn't reach 40% if there's an enemy in range. The way it works is if they wake up, they stop fortifying, which immediately ends the bonus, but if they don't wake up, they keep fortifying until the next turn. It's not common for us to have mid turn or start of turn effects on stuff like building improvements, so something like this imo might not fit how we handle this. Idk

Cwpute commented 1 year ago

I wanted to ask for a similar feature, to functionally transform some of my long range units into almost automated sentries. But that may become to powerful, especially with the doctrine that removes the cost of military units stationed on your territory…

Anyway: cool thing to have.

github-actions[bot] commented 8 months ago

This issue is stale because it has been open 90 days with no activity. Remove stale label or comment or this will be closed in 15 days.