[Freeciv-Dev] [patch]Fortifying taking one turn to take effect
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
The attached patch splits ACTIVITY_FORTIFY up into ACTIVITY_FORTIFYING and
ACTIVITY_FORTIFIED. Now, when you fortify a unit it starts out as
ACTIVITY_FORTIFYING and after one turn is changed to ACTIVITY_FORTYFIED. If the
unit has 0 movepoints when the order is given it takes 2 turns. I believe this
is how fortifying worked in payciv.
Currently the patch uses the same graphics for ACTIVITY_FORTIFYING and
ACTIVITY_FORTIFIED. Would someone split them up? It doesn't need to be more
fancy than a "F" and a "f"; I don't know how to make new graphics. (assuming the
patch goes into the CVS).
It is not very througthoutly tested. But I did try giving the two activities
different graphics and it looked ok. If you want to test it I recomment
replacing
case ACTIVITY_FORTIFIED:/*someone please make new graphics*/
s = sprites.unit.fortify;
break;
with
case ACTIVITY_FORTIFIED:/*someone please make new graphics*/
s = sprites.unit.road;
break;
in client/tilespec.c
Since the ai relies on instant fortification it might sometimes try to fortify
where it should try to make a getaway; I didn't go very deeply into the ai
code. It doesn't look like a big problem, however.
The patch includes my previous patch allowing you to give settlers orders even
when they had 0 movement points left.
-Thue
change_fortify_behaviour.diff
Description: Text Data
- [Freeciv-Dev] [patch]Fortifying taking one turn to take effect,
Thue Janus Kristensen <=
|
|