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[Freeciv-Dev] Re: killstack patch for February 8th CVS
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[Freeciv-Dev] Re: killstack patch for February 8th CVS

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Cc: freeciv-dev@xxxxxxxxxxx, James Christensen <jmlchristensen@xxxxxxxxx>
Subject: [Freeciv-Dev] Re: killstack patch for February 8th CVS
From: Jason Short <vze2zq63@xxxxxxxxxxx>
Date: Mon, 18 Feb 2002 10:11:26 -0500
Reply-to: jdorje@xxxxxxxxxxxx

Per I. Mathisen wrote:
On Fri, 8 Feb 2002, James Christensen wrote:

This is Martin Olveyra's killstack patch minus his
enhanced combat system.

Adding killstack = 0 to game.ruleset changes a
successful attack on a stack of units from killing the
whole stack to only killing the immediate defender.


I've tested this, and it seems to work as described. I like it.

A couple questions -

Why is the killstack option sent to the client at all? It is just sent (conditional on a capability, as appropriate), read in, and then left there. Is this in antipation of the client using it in the future (which seems reasonable)? If it _weren't_ sent to the client, it should be moved out of common/ (game.rgame) entirely, and somewhere into server/.

In SMAC there is "collateral damage", whereby if a defending unit dies other units on that square will take some damage (but will not usually die). I don't know how the math works (Ben? anyone? does freecivAC address this?), but it would be nice to include this as an option. Extra research would be necessary - but it would probably be easier to do this all in one step.

These issues aside, the patch looks like an excellent candidate for inclusion.

jason



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