Re: [Freeciv-Dev] ship goto bugs
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Mitch,
> Hmm, I always thought it was a feature. Because of this, you
> could set up a chain of boats and ship units completely around
> the world in one turn, sort of like a railroad for the sea.
But this can always be achieved manually. The problem is only in the
automation: boats will automatically pick up as many sentried units
they can carry, chosen at random, from any tile they happen to pass.
This behaviour can be considered a 'feature' in that it influences
gameplay at times when agility is important, but it seems reasonable to
repair this especially when Civ II does it, too. I don't think the
'automation' features are really part of the rules of the game,
anyway. Furthermore, goto becomes unreliable (send a ship off to
a far continent, discover it's empty 10 turns later).
--
Reinier
- [Freeciv-Dev] ship goto bugs, Reinier Post, 1999/05/13
- Re: [Freeciv-Dev] ship goto bugs, Bobby D. Bryant, 1999/05/13
- Re: [Freeciv-Dev] ship goto bugs, David Pfitzner, 1999/05/13
- Re: [Freeciv-Dev] ship goto bugs, Mark Nettle, 1999/05/13
- Re: [Freeciv-Dev] ship goto bugs, David Pfitzner, 1999/05/13
- [Freeciv-Dev] group, Nicolas Brunel, 1999/05/14
- Re: [Freeciv-Dev] group, David Pfitzner, 1999/05/14
- Re: [Freeciv-Dev] group, Martin Willemoes Hansen, 1999/05/16
- Re: [Freeciv-Dev] group, Peter Schaefer, 1999/05/17
- Re: [Freeciv-Dev] group, Greg Wooledge, 1999/05/17
- Re: [Freeciv-Dev] group, Martin Willemoes Hansen, 1999/05/18
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