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

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To: Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx>
Cc: rf13@xxxxxxxxxxxxxxxxxxxxxx, freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [Patch] Cleanup of defense power calculations
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Thu, 28 Feb 2002 05:32:20 -0800 (PST)

--- Ben Webb <ben@xxxxxxxxxxxxxxxxxxxxxx> wrote:
> 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.
> 

Then in that case, this is a definate bug.

> 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.
> 

Raimar, are you going to handle the _got_citywall functions? Ben, you know
the drill, filename, line nos and func names. Tell me exactly what bothers you.



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