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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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To: jdorje@xxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx, James Christensen <jmlchristensen@xxxxxxxxx>
Subject: [Freeciv-Dev] Re: killstack patch for February 8th CVS
From: Gregory Berkolaiko <gberkolaiko@xxxxxxxxxxx>
Date: Tue, 19 Feb 2002 19:15:03 +0000 (GMT)

 --- 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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