In Darfall, teams play a crucial role in defining interactions between entities, including combat, alliances, and visibility mechanics. Every unit or structure, both before and after placement, can be assigned to a team.
Team Mechanics
Teams determine who can attack whom, who is allied with whom, and how entities interact with the game world. They are foundational for creating engaging and dynamic scenarios.
Neutral Team
- Behavior:
- Neutral entities cannot attack nor be attacked by any other entity.
- Do not appear on minimap, nor reveal fog of war.
- Use Case:
- Ideal for non-combatants like animals, villagers, or decorative objects.
Player Team
- Behavior:
- Units, props and structures in the Player Team are fully controllable by the player.
- These entities reveal areas of the map by clearing the fog of war.
- They allow interaction for building, crafting, and other player actions.
- Appear as blue dots on the minimap for easy identification.
- Use Case:
- Assign all player-controlled units and structures to this team.
- Essential for representing the player's presence in the scenario.
Enemy Teams (Team1, Team2, Team3, etc.)
- Behavior:
- By default, these teams are hostile to the Player Team and each other (so Team1 will attack Team2)
- Entities in these teams will attack player units and structures and are targeted by player-controlled entities in return.
- Use Case:
- Single Enemy Team: In most scenarios, you will assign all enemy units to Team1 for simplicity.
- Multiple Enemy Teams: For more complex scenarios, you can assign different factions to separate teams:
- For example:
- Team1: Orcs
- Team2: Undead
- This allows for dynamic interactions, such as orcs fighting undead while both remain hostile to the player.
Changing Teams
Teams can also be modified using the following trigger actions: