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

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Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2415) autoattack patch
From: "Per I. Mathisen via RT" <rt@xxxxxxxxxxxxxx>
Date: Tue, 26 Nov 2002 12:18:16 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Tue, 26 Nov 2002, Raimar Falke via RT wrote:
> > > > 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?

The argument was that this gives maximum configurability to the player, so
that there will never be a situation where a unit will autoattack against
a player's explicit wish. Putting it into fortified mode isn't good
enough, since it doesn't work for aircraft and ships. And requiring units
to be idle is a bit dumb, since then you have to focus through all units
to get to those you want to move.

In any case, I can probably be just as easily convinced this is the price
you pay for server-side autoattack as Pille convinced me otherwise.

  - Per




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