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[Freeciv-Dev] Re: Active Units Dialog Extensions
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To: Christian Knoke <ChrisK@xxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Active Units Dialog Extensions
From: Daniel L Speyer <dspeyer@xxxxxxxxxxx>
Date: Mon, 31 Dec 2001 14:24:46 -0500 (EST)

On Mon, 31 Dec 2001, Christian Knoke wrote:

> On Mon, Dec 31, 2001 at 02:03:51AM -0500, Daniel L Speyer wrote:
> > Here is a patch that adds two buttons to the activeunits
> > (f2) dialog.  These are to find a unit (Uh-oh, there's a barbarian
> > galleon, which city do I have a destroyer in?) and to change all of a unit
> > (Ah, I have mobile warfare, I should stop building artillery with 30
> > different cities).  I have been playtesting this for a long time (I
> > actually submitted it back during 1.11, but it got lost) and it is very
> > stable.  This version has been slightly cleaned up, and should have no
> > unpleasant side-effects.
> > 
> 
> I've tried your patch; I have had thought about something slightly
> different before. Rather than "Find Nearest" I wished to have a
> command "awake all" units of a special kind, e.g. cruisers, amor,
> usefull when it's time for war. Now then I write this I think this
> should be limited to units in cities or not fortified, for not
> to break fortification.
> 

Interesting...

Usually I gather offensive units in one city, but in a highly roaded
environment an awake all would be better strategy.  I'll take a look at
implementing that.

> Also, if I'm not wrong, "Find nearest" finds the unit near the
> active unit, that needn't to be an enemy unit, right? And why not
> wake the unit up at once and close the dialog?

Well, we definitely don't want to wake up fortified units, or settlers
engaged in work, which is why I don't wake them up.  I don't think
conditional behavior would be a very good idea here.

As for closing the dialog, I've found there's sometimes a need to look
more than once (i.e. another enemy transport!, where'd I leave that
destroyer, no, not the one with 7hp, look north, search again, yes, that
one).  So I wouldn't want the dialog to close automatically.

What I have thought of writing, though I haven't worked out the UI for it,
is a find-next button, which continues the search where it was left
off.  I just can't see how that should work, though.

> 
> The second button you've implemented, "Change in progress" would
> be more convenient if implemented as a popup menu. Personally
> I'm used to do this from City report, so I don't really need it.
> 

I know that it's in the city report, but I've found having it in the units
report very helpful.  I often administer large-scale strategy from
there.  The city report really isn't built to adjust the composition
of your empire.

--Daniel Speyer
"May the /src be with you, always"


> So, what about two buttons "Find nearest" and "Wake all"?
> 
> Christian
> 
> -- 
> * Christian Knoke                           +49 4852 92248 *
> * D-25541 Brunsbuettel                  Wurtleutetweute 49 *
> * * * * * * * * *  Ceterum censeo Microsoft esse dividendum.
> 
> 
> 



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