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December 1999: [Freeciv-Dev] [patch] occupychance |
[Freeciv-Dev] [patch] occupychance[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
Here's a new server option to play with. It's only "interesting" now, and not "really cool" yet, but it's a first step toward eventually implementing parts of Civ:CTP's new features. In CTP, when you attack and win, your units move into the square that the defender was in. This new server option, which I'm calling "occupychance", allows you to set up the game so that this occurs in Freeciv. The reason it's called "occupychance" is because I've also permitted you to set the option so that you only move into the target square *some* of the time. (This may or may not be desirable for everyone, but *someone* might like it, and it was really easy to implement.... :-) ) Leave it at the default setting (0) and there's no change from previous versions of Freeciv (and Civ1/Civ2). Set it to 100 and your attacking units will always move into the target square if they win and there's nobody else left in the square.[1] Set to a value in between, and that will be interpreted as the percent chance of moving into the target square. I've tested it a bit, and it seems to be working. It's entirely server-side, so there's no change to the protocol, and the client doesn't even have to know about the option. I don't know how well the AI will deal with it (it will probably make the AI weaker, since it doesn't know about this option at all, whereas a human can adapt). [1] Note that in CTP, because the combat is group-based instead of unit-based, the target square will always be empty if the attacker wins. I had to add this check for Freeciv, which still uses unit-based combat, and will probably continue to offer unit-based combat options forever even if/when group-based combat gets implemented. (Don't hold your breath....) Patch vs. the December 10th CVS snapshot.
fc-occupychance
pgpIfvnG8iJ3E.pgp
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