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[Freeciv-Dev] (PR#3702) Suggestion: Planning unit movements and actions
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[Freeciv-Dev] (PR#3702) Suggestion: Planning unit movements and actions

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Subject: [Freeciv-Dev] (PR#3702) Suggestion: Planning unit movements and actions
From: "Guest" <rt-guest@xxxxxxxxxxxxxx>
Date: Tue, 11 Mar 2003 17:44:06 -0800
Reply-to: rt@xxxxxxxxxxxxxx

[ue80@xxxxxxxxxxxxxxxxxxxxx - Wed Mar 12 00:45:29 2003]:

> On Tue, Mar 11, 2003 at 04:02:47PM -0800, Guest wrote:
> > 
> > 
> > Suppose I want build a road between 2 cities.  I would like to be 
able 
> > to give a settler a list of commands, e.g. move north, build road, 
> > move northwest, build road, etc all in one go. 
> 
> Did you try the connect command for that?
>
I didn't.  In hind sight I don't think I chose the best example.  I 
think the advantages of what I have suggested are (i) that it lets you 
specify exactly what a unit will do and (ii) that is flexible - i.e. 
it can be used for things other than irrigation and road building.

> >  The settler would 
> > then behave similarly a unit on goto, i.e. it would move 
automatically 
> > until there where no commands left or one of the following 
occured: it 
> > was unable complete a command, it was woken up by an enemy unit, 
or it 
> > was woken up by the player.  When a unit is selected, its plan 
would 
> > be shown on the map.  Movement between tiles could be shown by 
arrows; 
> > actions could be shown by letters (e.g. R for road).  When this 
> > planning mode is active, commands for the selected unit would be 
added 
> > to the end of the list by pressing the appropriate key and removed 
by 
> > pressing backspace.
> 
> Something like that is part of the warclient, 
> http://rt.freeciv.org/Ticket/Display.html?id=3530
> 
> The part missions, it only lacks a nice interface to do so, but its a
> big help for playing the game with low timeouts.
> 
> Thomas




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