Complete.Org: Mailing Lists: Archives: freeciv-dev: November 2002:
[Freeciv-Dev] Re: (PR#2415) autoattack patch
Home

[Freeciv-Dev] Re: (PR#2415) autoattack patch

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: per@xxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2415) autoattack patch
From: "Raimar Falke via RT" <rt@xxxxxxxxxxxxxx>
Date: Tue, 26 Nov 2002 11:43:40 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Tue, Nov 26, 2002 at 11:15:22AM -0800, Gregory Berkolaiko via RT wrote:
> 
> On Tue, 26 Nov 2002, Raimar Falke via RT wrote:
> 
> > On Tue, Nov 26, 2002 at 04:10:51AM -0800, Per I. Mathisen via RT wrote:
> > > 
> > > On Tue, 26 Nov 2002, Raimar Falke via RT wrote:
> > > > > Changes:
> > > > > - autoattack now controlled by old autoattack menu & key, and is a
> > > > > separate activity like sentry and fortify
> > > ...
> > > > The previous patch was server-side always auto attack for all
> > > > units. And how we have client interaction? Please don't be so terse.
> > > 
> > > You must set a unit to ACTIVITY_AUTO_ATTACK in the client for the
> > > server-side autoattack to work. You can do this with the "A" key or the
> > > "Autoattack" menu item, and the unit gets an "A" logo.
> > 
> > This doesn't answer the questions I have. You last patch was server
> > only. Right? Why is this patch now with client interaction? The last
> > patch (while it changes the rules in a heavy way) was clean, fair and
> > simple. So why did you do the change?
> 
> But he did answer your question!  Now you have to actively put your units
> into autoattack mode which is why there are changes in the client.

Still unanswered:

So why do I have put my units now into autoattack mode?

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Python is executable pseudocode. Perl is executable line noise"
    -- Bruce Eckel



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