Re: [Freeciv-Dev] Diplomat/Spy Patch
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Kris Bubendorfer wrote:
>
> Well after dragging my feet for a long time, here is a patch that fixes a
> couple of problems with the spy/diplomat code.
>
> 1. You now no longer get the the spy/diplomat menus if you have insufficient
> moves to complete.
Good.
Was there any consensus about whether it _should_ cost the the full
terrain movement cost to do diplo/spy actions against a square?
(Makes it quite difficult to do effective diplo actions against units or
cities in hills/mountains, but with the usefulness of diplomats and spys,
maybe thats not a bad thing...)
Back in August Kris suggested:
%> I guess the idea is:
%>
%> if(punit->moves_left >= 3 || punit->moves_left >= map->move_cost(..))
%> do action;
%>
%> That way, if there is a full move left (3) OR we have enough pts to move
into
%> that square, then we can do the action.
Which I would be happy with.
Also, again from August, Kris noticed:
%> Found something interesting yesterday. Spies and Diplomats can operate from
a
%> boat.
%>
%> Does anyone know if this is correct behaviour. I don't remember it in Civ2,
%> but I don't have the inclination to check at the moment. Anyway seems like
a
%> huge advantage.
I would suggest they _shouldn't_ operate from boats.
(Unless someone makes a customized unit which has both F_MARINE and F_SPY :-)
(But the patch itself looked ok to me, and the above issues can be
addressed later.)
-- David
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