Add "Military site" functionality to Headquarters
Bug #536583 reported by
astuur
This bug affects 2 people
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Won't Fix
|
Medium
|
Unassigned |
Bug Description
A tribes Headquarters should be both, a waerhouse and a military site.
Though it can be selected for attack there is no option to determine how many defenders should be stationed within the Headquarters, no way to view or kick out individual soldiers (like with military sites) - and soldiers are only stored there.
tags: | added: military |
Changed in widelands: | |
importance: | Undecided → Low |
Changed in widelands: | |
status: | New → Confirmed |
Changed in widelands: | |
milestone: | none → build16-rc1 |
status: | Triaged → In Progress |
Changed in widelands: | |
importance: | Low → Medium |
tags: | added: seafaring |
Changed in widelands: | |
milestone: | build19-rc1 → build18-rc1 |
milestone: | build18-rc1 → build19-rc1 |
Changed in widelands: | |
status: | Incomplete → Confirmed |
Changed in widelands: | |
milestone: | none → build20-rc1 |
Changed in widelands: | |
milestone: | build20-rc1 → build21-rc1 |
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I think that only HQ, because HQ has conquering area, should be able to keep a minimum soldiers to defend HQ, but this will break auto production of soldiers, they are only created when there are no soldiers on warehouse, so a hack should be used here.
So only HQ may have a keeper army, at least one soldier, like other militarysites.
But would be usefull for all warehouses and HQ to show a list of soldiers keeped and basic controls to kick out soldiers and send them to other warehouses.
What do you think?