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[Freeciv-Dev] On submarine visibility and other remarks...
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[Freeciv-Dev] On submarine visibility and other remarks...

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] On submarine visibility and other remarks...
From: rizos@xxxxxxxx
Date: Sun, 24 Jan 1999 22:05:15 -0600 (CST)

1. There is a bug with respect to submarines - this has been mentioned
   in the past also. When clicking the middle mouse button over a
   tile "hiding" an enemy submarine all the information is there!
   I think that this is because the client receives all information
   concerning enemy submarines and the only process that occurs
   by the client is to "clear" the corresponding square. This has
   also the side-effect that if the submarine moves to a square
   where there is another friendly ship, this ship will disappear from
   enemy maps! Conversely, if a ship moves to a tile having a submarine
   the multiple units + will appear at the bottom right of the ship.
   Also, on some occasions, the movements of enemy submarines are visible 
   (for a fraction of a second) due to the slowness in "clearing" the 
   submarine tile...

   I think that the movements of a submarine should not be sent
   to enemy players, except when the submarine is adjacent to an 
   enemy unit or city (rule for submarine visibility - has to be
   clarified in the help also) in which case, it should be sent only
   to the player who is able to see it and not the rest. If i'm not 
   mistaken, this can be fixed by adding a submarine specific if-clause 
   to the function send_unit_info in server/unitfunc.c that will send
   submarine info to the clients only when necessary (unless there
   is another reason that all clients should know the existence of
   all enemy submarines).
   

2. lines 343,344 in  server/unitfunc.c which look like:

                         n_if_vowel(get_race_name(cplayer->race)[0]), 
                         get_race_name(cplayer->race),

    should change to:

                         n_if_vowel(get_race_name(pplayer->race)[0]), 
                         get_race_name(pplayer->race),

    [this refers to the message sent to a player who has a defending
     diplomat in a city when this defending diplomat eliminates an enemy
     diplomat  that attempts to incite a revolt. The way it is implemented 
     now, the player gets a message that a diplomat of the _player's_race_
     (and not the opponent's) was eliminated while infiltrating city X]


3. After building the Statue of Liberty and after revolting,
   i noticed that i was able to switch even to governments 
   that i had not researched. Is this a feature of the
   Statue of Liberty or a bug? If the former, i think it needs to be 
   documented in the help pages.


4. When a city is building "Capitalization" it is meaningless to buy it
   (at the moment this is possible) - shouldn't the "Buy" button in the 
   city menu be disabled in this case?

Regards,
--rizos


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