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[Freeciv-Dev] Re: (PR#3565) End of turn moves
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[Freeciv-Dev] Re: (PR#3565) End of turn moves

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To: ue80@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#3565) End of turn moves
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Wed, 26 Mar 2003 09:33:19 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Wed, 26 Mar 2003, ue80@xxxxxxxxxxxxxxxxxxxxx wrote:

> On Wed, Mar 26, 2003 at 07:13:58AM -0800, Gregory Berkolaiko wrote:
> > 
> > [ue80@xxxxxxxxxxxxxxxxxxxxx - Tue Mar 25 13:29:01 2003]:
> > 
> > > On Tue, Mar 18, 2003 at 05:55:54PM -0800, ue80@xxxxxxxxxxxxxxxxxxxxx
> > > wrote:
> > > > On Fri, Feb 28, 2003 at 11:03:32AM -0800, ue80@xxxxxxxxxxxxxxxxxxxxx
> > > wrote:
> > > > >
> > > > > Hi,
> > > > >
> > > > > i really dislike end of turn moves.
> > > > > People use that trick to get nearer to enemy cities and the
> > > defending
> > > > > person has no chance to react.
> > > > > In a round based game people should have full information what
> > > happened
> > > > > last round before the next round starts.
> > > > >
> > > > > When another person has moved his units into my FOC my "turn done"
> > > > > button should change to unpressed and the timeout should increase
> > > this
> > > > > turn by a configurable amount of time.
> > > >
> > > > Ok, i only changed the timeout thing ... any comments?
> > > 
> > > New packet introduced to remove the turn done for the client, so its
> > > not
> > > comaptible to old clients ...
> > 
> > If I understand correctly, people use GOTO in this exploit.  Then how
> > about forbidding GOTO in the last N seconds of each turn?  Would it
> > solve the problem?  Would it make a smaller change? 
> 
> Not only goto, you can land with a warrior next to a city on mountain
> surronded by forests in the last 1-2 seconds of the last turn (or short
> before pressing turn done). Then you get that city with you warrior in
> the next round, the defender sees the warrior but its to late so he
> can't change the production to a defending unit.
> 
> For that you don't need goto, you can move the units by hand. Moving a
> unit needs ~1 sec, so you can land with the warrior from outside fov in
> 2-3 secs. Changing production and buying the unit needs around 5 seconds
> (with copypaste + oneclick buy) without that clientmodifications longer.

How about no unit moves (GOTO or by hand) last N seconds?

Mind you, it's merely a suggestion, not a call to implement it :)

G.




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