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[Freeciv-Dev] Re: [Freeciv] rfc: autoattack
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[Freeciv-Dev] Re: [Freeciv] rfc: autoattack

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Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [Freeciv] rfc: autoattack
From: Thomas Strub <ue80@xxxxxxxxxxxxxxxxxxx>
Date: Sun, 17 Nov 2002 22:40:28 +0100

On Fri, Nov 15, 2002 at 07:57:31PM +0100, Thomas Strub wrote:
> On Fri, Nov 15, 2002 at 06:39:16PM +0000, Per I. Mathisen wrote:
> > 
> > Since my suggestion of dropping the autoattack code didn't meet with
> > approval, I want to change it so that it actually works and is useful.
> > 
> > So my new suggestion is:
> > For any unit that is moved, check adjacent squares for autoattack units.
> > For each of these, if the moved unit is hostile (at war) and weaker,
> > attack it. If the autoattack unit is a diplomat/spy, instead try bribing
> > the moved unit, and if that is impossible, try sabotage.
> > 
> > This should at least make autoattack useful. The question is: Too useful?
> 
> wow :-)
> 
> This helps players with slow connections. I like it. 
> Its a big step against clientsidescripting, and would help the AI too. 
> 
> And perhaps it should be configurablei.
> 
> a = chance to win 
> b = value of attacking unit
> c = value of attacked unit
> 
> And if d = a*c/b bigger than a tuned value -> autoattack.

Tried that out and think the calculation in my patch is better.

I use the key "k" for the autoattac"k". 
Think only a sprite for the "k" is missing. 

Thomas
-- 
Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxx
Nur weil das Aufzeichnen, Kopieren und Schnüffeln bei elektronischem 
Datenverkehr leichter als bei der klassischen Post ist, darf man es nicht
einfach tun.

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