Complete.Org: Mailing Lists: Archives: freeciv-dev: October 2003:
[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: andy@xxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#2415) autoattack patch
From: "ue80@xxxxxxxxxxxxxxxxxxxxx" <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Mon, 20 Oct 2003 02:32:54 -0700
Reply-to: rt@xxxxxxxxxxxxxx

On Mon, Oct 20, 2003 at 02:09:08AM -0700, Raimar Falke wrote:
> On Mon, Nov 25, 2002 at 05:14:36PM -0800, Per I. Mathisen via RT wrote:
> > 
> > Changes:
> >   - autoattack now controlled by old autoattack menu & key, and is a
> > separate activity like sentry and fortify
> >   - will now kill diplomats
> >   - removed stupid bug (didn't idle before moving)
> >   - saves autoattack setting
> >   - sends autoattack setting to client
> > 
> > TODO:
> >   - add autoattack to unit popup-dialog in city dialog
> >   - allow AI to use autoattack even if game.autoattack == FALSE
> >   - testing!!
> 
> Was the autoattack issue given to the design board? How was the
> ruling? Or can I assume that after this months this issue is dead?

It wasn't given to the design board.

I don't think that the issue is dead. I think it would be much fairer if
players have the chance to set units on autoattack. 

Additional it would help the AI inturn against most of the normal human
attacks with that humans get cities from AI so easy.

Thomas
-- 
Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
jb: people are stupid, they don't want to learn.



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