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[Freeciv-Dev] Re: measure the reaction time for diplomat actions
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[Freeciv-Dev] Re: measure the reaction time for diplomat actions

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To: Christian Knoke <chrisk@xxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: measure the reaction time for diplomat actions
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Wed, 30 Oct 2002 12:31:09 +0000 (GMT)

On Wed, 30 Oct 2002, Christian Knoke wrote:
> > The diplomat is not stored, just hidden from view (and from zone of control
> > effects?) whilst a diplomatic dialog is being presented to the player.

Well, it has to be stored somehow and it has a relationship to the city,
so it is only natural that it is stored in the city, maybe with
information about which tile it came from.

> After his mission he
>
> - is dead
> - is sent back home (in case of a tech stealing spy)
>
> or
>
> - magically reappears on the spot where he started his mission.
> If any enemy unit is on that spot, he gets caught (and lost).

Or is sent back home?

> But this is still an improvement over the current situation,
> where he can get killed _before_ he fulfills his mission.

Yes.

> While on mission, he
>
> - can't be attacked
> - does not impose a ZOC
> - is invisible

Or plain "isn't there".

> If, while the dip is on mission, the city
>
>  - is conquered by another enemy: the mission fails.
>  - is conquered by his nation or by one of his allies: the mission fails,
>  but the diplomat survives and reappears in that city.
>  - vanishes: the mission fails, the dip reappears on the stored spot.
>
> Give away cities is treated like conquering.

Ok, but what if turn ends? Or another diplomat from the same player tries
to do a mission against the same city?

And how is this to be represented to the user in the client (in particular
if a hostile unit now occupies the same tile that the diplomat did)?

  - Per



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