[Freeciv-Dev] Re: killstack patch for February 8th CVS
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--- Jason Short <vze2zq63@xxxxxxxxxxx> wrote:
> 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.
although someone should be prepared to modify AI to use kill_stack
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[Freeciv-Dev] Re: killstack patch for February 8th CVS, Petr Baudis, 2002/02/18
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