Complete.Org: Mailing Lists: Archives: freeciv-dev: February 2002:
[Freeciv-Dev] Re: [Patch] Cleanup of defense power calculations
Home

[Freeciv-Dev] Re: [Patch] Cleanup of defense power calculations

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Cc: rf13@xxxxxxxxxxxxxxxxxxxxxx, freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [Patch] Cleanup of defense power calculations
From: Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 28 Feb 2002 12:51:39 +0000 (GMT)

On Thu, 28 Feb 2002, Raahul Kumar wrote:

> > > -  if (!unit_type_flag(a_type, F_IGWALL)
> > > -      && (m_type == LAND_MOVING || m_type == HELI_MOVING
> > > -   || (improvement_variant(B_CITY)==1 && m_type == SEA_MOVING))
> > > -      && pcity && city_got_citywalls(pcity)) {
> 
> I am sure I had a comment here asking why helicopters suffer against city
> walls.
> I just cannot picture the situation.

        Is this even true any more, anyway? It's contradicted by both the 
comments and the (unimplemented) effect field in buildings.ruleset. Civ2 
and Freeciv city walls only defend against land units, while Civ1 city 
walls (variant == 1) also defend against helicopter and sea units. This is 
what the impr-gen code implements, anyway.

BTW, I'm hoping that the various AI cleanup patches will do something with 
the various _got_citywalls functions; otherwise I'll have to tackle them 
myself to get the AI to understand that improvement effects might only be 
valid against (e.g.) Land units, without all that horrible "variant"
garbage.

        Ben
-- 
ben@xxxxxxxxxxxxxxxxxxxxxx           http://bellatrix.pcl.ox.ac.uk/~ben/
"You know my methods, Watson."
        - 'The Crooked Man', Sir Arthur Conan Doyle



[Prev in Thread] Current Thread [Next in Thread]