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[Freeciv-Dev] Re: (PR#6174) Loading transports
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[Freeciv-Dev] Re: (PR#6174) Loading transports

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#6174) Loading transports
From: "Raimar Falke" <i-freeciv-lists@xxxxxxxxxxxxx>
Date: Mon, 2 Feb 2004 07:15:05 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=6174 >

On Mon, Feb 02, 2004 at 06:58:57AM -0800, Jason Short wrote:
> >> 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.

[ transporter = moving container ]

Wasn't there to idea to add a "wait for transporter and load into it"
state. It would replace the sentry state in this regard. It if wasn't
planned it should be added. So that you can queue units which will
load into the next transporter. Next transporter is either a new
transporter build in the city or a transporter which moves into the
tile.

In this case the problem above arises when a new transporter is build
in the city.

> >  - 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.

I would rephrase this to "if the unit wants to be one the transporter
more". This avoids the clash with the term "dangerous" from path
finding. While in may be similar these are two different concepts.

> 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.

What changes are planned in the step current cvs to interim version?

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
  "Real Users find the one combination of bizarre
   input values that shuts down the system for days."




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