[Freeciv-Dev] Re: (PR#6174) Loading transports
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=6174 >
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=6174 >
>
> On Sat, Jan 31, 2004 at 12:33:02PM -0800, Jason Short wrote:
>> All of this is quite feasible to code
>
> I agree. Except the transporters-carrying-transporters this is all
> about convenience. You can (will to be precise) always use the
> load/unload command to move the transported-by status of a
> unit. However we also want convenience to not force micromanagement on
> the player. For this there are certain rules which should resemble the
> expected behavior (mostly the current on).
It's not only about convenience but consistency and flexibility. The
current assign_units_to_transporter works well enough except:
- There's no way to know which units will be put in which transporter.
- It basically hard-codes the concepts of land, air, and missile
transporters.
Neither of these are much of a problem with the 1.14 code. However since
then we've done some new things:
- The server sends transported_by info to the client; the client should
eventually display this for the player to see. This means this
information needs to be consistent.
- Generally we want ruleset support to be more flexible.
>> but doing it in steps (rather than one monolithic patch) isn't as
>> easy. But if this design is approved we can work on it and submit
>> patches that work toward the goal.
>
> We first should come to an agreement on the convenience rules and
> other problem which need attention.
>
> Let me start with the convenience rules:
> - if more units want to board a container than the container can hold
> the units are prioritized by their specialty. A missile carrier will
> first serve missiles and so on. If this doesn't solve the conflict
> the units are served on first-come-first-serve basis.
This isn't a problem because only one unit will ever be loaded at a time.
> - moving a unit into a tile which the unit normally can't go and if
> there is a container the unit will automatically get loaded into this
> container.
Yes. This should also apply if the position is dangerous if the unit
doesn't load: e.g., fighters/bombers over a carrier.
This should be combined with a better GUI interface for the unit popup
dialog so that the player can easily see what units are transporting
which.
> Other rules:
> - the unload action exists in two forms:
> * unload via a move (this is needed to embark from a ship)
Yes.
> * unload on the spot (I also this is needed)
Via the load command, once it's implemented. In the interim (before the
load command is implemented) activating a sentried unit in a transporter
may do this.
> - you can't (un)load a unit in a contained container (I think this is
> general enough)
For now.
jason
- [Freeciv-Dev] Re: (PR#6174) Loading transports, Raimar Falke, 2004/02/02
- [Freeciv-Dev] Re: (PR#6174) Loading transports,
Jason Short <=
- [Freeciv-Dev] Re: (PR#6174) Loading transports, Raimar Falke, 2004/02/02
- [Freeciv-Dev] Re: (PR#6174) Loading transports, Jason Short, 2004/02/02
- [Freeciv-Dev] (PR#6174) Loading transports, Jason Short, 2004/02/06
- [Freeciv-Dev] (PR#6174) Loading transports, Jason Short, 2004/02/18
- [Freeciv-Dev] Re: (PR#6174) Loading transports, Per I. Mathisen, 2004/02/27
- [Freeciv-Dev] Re: (PR#6174) Loading transports, Jason Short, 2004/02/27
- [Freeciv-Dev] Re: (PR#6174) Loading transports, Per I. Mathisen, 2004/02/27
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