Complete.Org: Mailing Lists: Archives: freeciv-dev: January 2004:
[Freeciv-Dev] Re: (PR#7324) orders and AI goto conflict
Home

[Freeciv-Dev] Re: (PR#7324) orders and AI goto conflict

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: matusik_s@xxxxx
Subject: [Freeciv-Dev] Re: (PR#7324) orders and AI goto conflict
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 28 Jan 2004 12:59:01 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7324 >

Gregory Berkolaiko wrote:
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7324 >
> 
> On Tue, 27 Jan 2004, Jason Short wrote:
> 
> 
>><URL: http://rt.freeciv.org/Ticket/Display.html?id=7324 >
>>
>>>[glip - Tue Jan 27 23:27:00 2004]:
>>>
>>>On Mon, 26 Jan 2004, Guest wrote:
>>>
>>>
>>>><URL: http://rt.freeciv.org/Ticket/Display.html?id=7324 >
>>>>
>>>>Here's another possible (but as of yet, untested) patch. 
>>>
>>>From debugging perspective I would prefer that human has precedence.  But 
>>>it has to be done cleanly via ai_new_role or what is this function's 
>>>name...
>>
>>I don't understand this.  When the unit is given the orders it must have
>>no AI role.
> 
> 
> Does it not?  What if I am watching AI and then try to move trireme out of 
> the city to see what the AI will do.  The trireme might have some stupid 
> role like DEFEND_HOME.  I want my order to overwrite it.

Well, you're the AI expert.  But I thought when the player activated the 
unit it would be idled and the role would be removed.

jason




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