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[Freeciv-Dev] Re: Diplomat (investigating city) vanishes
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To: Jeff Mallatt <jjm@xxxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Diplomat (investigating city) vanishes
From: Christian Knoke <ChrisK@xxxxxxxx>
Date: Mon, 26 Jun 2000 23:50:21 +0200

Jeff Mallatt wrote:
> 
> At 2000/06/26 17:04 , Christian Knoke wrote:
> >Jeff Mallatt wrote:
> >>
> >> At 2000/06/26 12:34 , Christian Knoke wrote:
> >> >When the diplomat of the english city of Ekbatana
> >> >goes to Susa (persian, KI) and tries to investigate
> >> >city, it vanishes without any comment, no city
> >> >window appears.
> >> >
> >> >Messages all activated, of course.
> >> >
> >> >It's reproducable, savegame attached.
> >>
> >> I can't reproduce it.  If I leave all players AI-controlled, then the
> >> diplomat doesn't go to Susa.  If I make the English human-controlled and
> >> force the diplomat to go to Susa and investigate the city, I see the city
> >> dialog, and he dies (as he is supposed to) quietly.
> >                       ********************

I am sorry, I have just read your message again: On my screen, there was
*no* city dialog popping-up. You couldn't reproduce the behaviour that I
have seen.

[ I've just researched alphabet :)) ]

I can. Log in as Winston, press <space> up to Ekbatanas Diplomat blinks,
send him to Susa. There is a chance to succeed, may be you have to try
three times.

I attach my client options.

I assume he is killed by Susa's Diplomat. I was wondering about that
there
is no message that tells me so.

> >
> >Uhm, I've thought about it. It is a *feature*, that the diplomat dies
> >quietly, in the fog of war, isn't it? There *should* *be* no message of
> >any kind? Mmh, a little bit irretating. When he dies (killed by a
> >colleague), and you encounter that he deosn't exist any more, why
> >there isn't a message? I've seen this with other units, ok. But
> >when you have many cities and units poking around, how shall you
> >be able to track down, where your troops are gone? Why no message
> >that they are dead?
> 
> I'm guessing that having the otherwise hidden contents of an enemy city
> popping-up into your face is considered feedback enough.

> jjm

Regards

Chris
# settings file for freeciv client version 1.10.4
#
[client]
solid_color_behind_units = 0
sound_bell_at_new_turn = 1
smooth_move_units = 1
smooth_move_unit_steps = 10
do_combat_animation = 1
ai_popup_windows = 0
ai_manual_turn_done = 1
auto_center_on_unit = 1
wakeup_focus = 1
draw_diagonal_roads = 1
center_when_popup_city = 1
concise_city_production = 0
auto_turn_done = 0
draw_map_grid = 0
draw_city_names = 1
draw_city_productions = 0
message_where_00 = 3  # Low Funds                
message_where_01 = 3  # Pollution                
message_where_02 = 3  # Global Warming           
message_where_03 = 3  # Civil Disorder           
message_where_04 = 3  # City Celebrating         
message_where_05 = 3  # City Normal              
message_where_06 = 3  # City Growth              
message_where_07 = 3  # City Needs Aqueduct      
message_where_08 = 3  # Famine in City           
message_where_09 = 3  # City Captured/Destroyed  
message_where_10 = 3  # Building Unavailable Item
message_where_11 = 3  # Wonder Started           
message_where_12 = 3  # Wonder Finished          
message_where_13 = 3  # Improvement Built        
message_where_14 = 3  # New Improvement Selected 
message_where_15 = 3  # Forced Improvement Sale  
message_where_16 = 3  # Production Upgraded      
message_where_17 = 3  # Unit Built               
message_where_18 = 3  # Unit Defender Destroyed  
message_where_19 = 3  # Unit Defender Survived   
message_where_20 = 3  # Collapse to Anarchy      
message_where_21 = 3  # Diplomat Actions - Enemy 
message_where_22 = 3  # Tech from Great Library  
message_where_23 = 3  # Player Destroyed         
message_where_24 = 1  # Improvement Bought       
message_where_25 = 3  # Improvement Sold         
message_where_26 = 1  # Unit Bought              
message_where_27 = 3  # Wonder Stopped           
message_where_28 = 3  # City Needs Aq Being Built
message_where_29 = 3  # Diplomat Actions - Own   
message_where_30 = 1  # Unit Attack Failed       
message_where_31 = 1  # Unit Attack Succeeded    
message_where_32 = 3  # Suggest Growth Throttling
message_where_33 = 3  # Spaceship Events         
message_where_34 = 3  # Barbarian Uprising       
message_where_35 = 3  # Worklist Events          
message_where_36 = 3  # Pact Cancelled           
message_where_37 = 3  # Diplomatic Incident      
message_where_38 = 3  # First Contact            
message_where_39 = 3  # City May Soon Grow       
city_report_size = 1
city_report_hstate_verbose = 1
city_report_hstate_concise = 1
city_report_workers = 1
city_report_specialists = 1
city_report_resources = 1
city_report_output = 1
city_report_num_trade = 1
city_report_food = 1
city_report_pollution = 1
city_report_corruption = 1
city_report_building = 1

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