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[Freeciv-Dev] Re: goto/autoattack rant...
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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: goto/autoattack rant...
From: Christian Knoke <ChrisK@xxxxxxxx>
Date: Mon, 28 Jan 2002 20:06:04 +0100

On Mon, Jan 28, 2002 at 07:37:11PM +0100, Per I. Mathisen wrote:
> On Mon, 28 Jan 2002, Christian Knoke wrote:
> > It could do autoattack etc.
> 
> I'm wondering, though. How far can you stretch these autoattac/automove
> ideas before they effectively makes it impossible to move units into a
> battlezone on your own? Hmm I got a Dragoon here, and two tiles away sits
> a catapult, yay, let's take it... move one, move... oops, busted. Damn,
> should have let the computer do it... or would it still have autoattacked?
> Oops those dragoons are sure screwed. Now everyone will want to move in
> the last few seconds of the turn, so that they won't be sitting there
> without movement points to autoattack... Might sound pretty innocent with
> low tech, low range units, but once you get units with lots of
> movement...?

I see the problems as you. I was not proposing a goto agent (actually
I'm indifferent here), I just wanted to say that we should keep the 
(server-based) goto function (that with the shortest route) seperate 
from any more or less "intelligent" (client-based) agents. And that's
why the goto *function*  should cross empty cities.

TIA,

Christian

-- 
* Christian Knoke                           +49 4852 92248 *
* D-25541 Brunsbuettel                  Wurtleutetweute 49 *
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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