[Freeciv-Dev] Re: patch: split up F_SUBMARINE (PR#347)
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At 2000/04/24 08:06 , David Pfitzner wrote:
>The unit flag F_SUBMARINE currently incorporates several effects.
>For alternate rulesets it may be useful to have these effects
>separately, so this patch splits F_SUBMARINE into:
>
> F_SUBMARINE_INVIS - invisibility effect (usefulness reduced by fog,
> but still some effect vs cities and visibility-2 units);
> F_MISSILE_CARRIER - transport_capacity is for F_MISSILE units only;
> F_NO_LAND_ATTACK - cannot attack vs land (no shore bombardment).
>
>This patch makes a reasonable attempt at backward compatibility
>(non-mandatory cap str) including reading old ruleset files.
>(It fails (only in minor ways?) for non-standard rulesets using
>new flags above -- too bad, we'll probably have another +cap
>soon enough anyway.)
I did some quick tests, and this all seems to work.
One minor nit-pick: in the flag_names[] array you use underscores, whereas
all previously existing names use intercaps.
At 2000/04/24 08:18 , David Pfitzner wrote:
>David Pfitzner wrote:
>
>> this patch splits F_SUBMARINE into:
>>
>> F_SUBMARINE_INVIS - invisibility effect (usefulness reduced by fog,
>> but still some effect vs cities and visibility-2 units);
>
>On second thoughts (sorry), should probably call this, eg,
>F_PARTIAL_INVIS, to be more general. (I didn't want to call it
>F_INVISIBILITY since one could consider the possibility of units
>which were "fully" invisible (Civ CFP?))
Hum... I might be tempted to leave it F_SUBMARINE_INVIS, because the
invisibility of this kind of unit results from a specific cause: it's under
water (i.e. sub-marine!). I could envision separate F_STEALTH_INVIS or
F_CAMOUFLAGE_INVIS. A new unit that could go on land or under water and
that would have F_SUBMARINE_INVIS, would derive the benefit only when under
water; it would be normally visible when on land.
I realize that to implement this concept correctly, one would have to check
the terrain type, which means a few mods to your patch.
jjm
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