Complete.Org:
Mailing Lists:
Archives:
freeciv-dev:
April 1999: [Freeciv-Dev] Miscellaneous comments (or the night of the small patches |
[Freeciv-Dev] Miscellaneous comments (or the night of the small patches[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
These comments/patches are based on April 5th CVS. Disclaimer. I haven't followed freeciv-dev very actively for the last two months. If any of my ideas have been shot down already, please ignore them silently :-) Server prompt ------------- Changing the longer option names is very tiresome (researchspeed... urgh). I think that a feature allowing use of abbreviated names would make experimenting with the options much more pleasant. Luckily, adding that capability is trivial, thence one of the included patches :-) The patch also adds a notification of the change to the server console, since I'll readily admit that abbreviations could cause a typo to change the wrong option, and without any feedback that would never be noticed. Tiles ----- The new units are excellent. At least on first impression, the terrain tiles are not really distinguished enough. And the mountains are just plain ugly. I don't think that this will be a long term problem, but at least currently the middle button is getting a lot of use. After playing about half a game with the new tiles, I can't see myself going back to playing with the old ones though :) Adjusting workers from the map ------------------------------ This is a lovely feature. The semantics of the 't'-key seem a bit silly, though. It cycles through the different colours for the shaded area, but as far as I can see there is no way of removing the area. Well, beyond forcing a redraw of the map. Is making the shaded areas persistent through redraws infeasible? I think that they'd be much more useful in planning if each silly change wouldn't clear all of them away (or worse, just parts of them, leaving them into an inconsistent state). Bugs ---- Bounds checking in handle_stdin_input() wasn't quite militant enough, causing stack-clobbering segfaults with too long commands (parameters were immune, though). Patch included. Upgrading unit production seems strange. I researched Gunpowder, started building warriors, and then researched Fundamentalism. Leonardo's upgraded the warriors straight into musketeers, but the production of warriors in cities was changed into pikemen. The production of pikemen was changed to musketeers on the following turn. Patch included. To be honest, I think it is silly to the extreme, that if you have unit A obsoleted by unit B obsoleted by unit C, A is not obsoleted by C too. Is this how Civ II does it? Sometimes a (sentried) landunit are made the visible unit of a stack containing a ship that is supposed to be transporting it. I mostly noticed this when loading saved games, and the problem always went away when the ship of the stack became the active unit. But still, it is annoying to look at sentried chariots in the middle of the ocean. -- Juho Snellman "C:stä on kehitetty Massachusettsin teknillisessä korkeakoulussa kieli nimeltä BCPL."
fc-obsolete_production.patch
fc-option-abbrev.patch
fc-overflow.patch
|