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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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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 12:22:29 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Tue, Nov 26, 2002 at 12:18:16PM -0800, Per I. Mathisen via RT wrote:
> 
> 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.

So what are the situations where you don't want your unit to
auto-attack?

        Raimar

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