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[Freeciv-Dev] Re: (PR#2329) Portattacks 7
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[Freeciv-Dev] Re: (PR#2329) Portattacks 7

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To: rt@xxxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2329) Portattacks 7
From: Raahul Kumar <raahul_da_man@xxxxxxxxx>
Date: Sun, 17 Nov 2002 04:36:13 -0800 (PST)

--- "Per I. Mathisen via RT" <rt@xxxxxxxxxxxxxx> wrote:
<snip>
> > I like this idea, but this is very hard to implement. Who exactly is going
> to implement killstack? I haven't even seen that code, and I doubt it worked
> > before.
> 
> Killstack is what we have now. What I'm suggesting is that killstack only
> works within one layer (air, ground, or sea) at a time.

No we don't. Your portattacks had killstack implemented. My portattacks no
longer has killstack. All units die outside of a city/fortress square if the
defender dies. 

> > That will be a seperate patch to this in any case. Killstack can succeed
> and fall on its own merits. I refuse to add killstack to this current patch.
> 
> The so-called "killstack" patch has nothing to do with this. The patch
> already contains killstack code changes. Those changes aren't really sane,
> since it uses get_defender() to iteratively kill all eligible defenders.

Hmm? I thought portattacks 7.2 did no such thing? Did I screw up?

> > Per, I'm not clear on what happens to an air unit that attacks a normal
> stackof 3 mech inf. Are we retaining the current system that all 3 die, or do
> air units have to kill every single member of the stack one by one?
> 
> All units in the same layer die. So the mech infs are history.

OK. So basically all attacking units have a layer effect. They belong to a
layer, Air Sea Land, and when attacking a stack destroy first units of the same
layer as themselves.

> > > As to the patch, I think the new abilities should be controlled a new
> > > global game option in game.ruleset. The subs change should be a new unit
> > > flag which says that for this unit, cities don't "ground" sea units in
> > > cities, thus they will be in the "sea" layer when it attacks. This flag
> > > can be used for normal ships too, which means they'll attack ships first,
> > > then other units. F_PORTATTACK can be a name.
> >
> > I'm not sure if I understand this idea correctly. We're adding a new flag,
> > PORTATTACK, and if that unit has it, get_defender will do exactly what we
> > currently do for F_NO_LANDATTACK.
> 
> Not exactly. If given to a normal ship unit, the ship will first attack
> any ship defenders in a city, before attacking any other units, even if
> those other units are much better. This flag can even be generalised to
> mean that you attack units in your own layer first _even in cities and
> airfields_, so that it can be used for air and ground units too. Can call
> it F_SNEAKATTACK, maybe, to indicate that it can ignore the "grounding"
> (all units are considered in ground layer) effect of cities and airfields.

So a Fighter unit with F_SNEAKATTACK will always have a defender chosen first
from air units or anti air units like Aegis. If that defender is defeated, all
units of the same move_type in the stack die! 

1st patch: Introduce killstack and layer effect killing. 

Hmm. Subs will still be special cased, because under no circumstances can we
allow them to kill land/air units.

<snip>
> I haven't, and I think this part should wait. It can be added later.

I love you man ; ). In a totally platonic fashion. 

>   - Per

Aloha,
RK.

http://www.adventurers-comic.com/d/20021115.html

Khrima's starting to make a stand here! Who do people think of when they hear a
town's been destroyed? Khrima! The world will cower before his laser glory!
--JP 


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