[Freeciv-Dev] Re: (PR#8483) killstack and damage patch
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Subject: |
[Freeciv-Dev] Re: (PR#8483) killstack and damage patch |
From: |
"LoboGris" <molv@xxxxxxxxxxxxxx> |
Date: |
Sun, 11 Apr 2004 00:11:25 -0700 |
Reply-to: |
rt@xxxxxxxxxxx |
<URL: http://rt.freeciv.org/Ticket/Display.html?id=8483 >
Jason Short wrote:
><URL: http://rt.freeciv.org/Ticket/Display.html?id=8483 >
>
>LoboGris wrote:
>
>
>><URL: http://rt.freeciv.org/Ticket/Display.html?id=8483 >
>>
>>Description: two new ruleset options that modifies combat rules
>>
>>killstack:
>>
>>;If this is set to 1, all units in the same tile of a killed unit will
>>;be killed (unless they are on a fortress, airbase or city). This is the
>>;freeciv default.
>>;If this options is set to 0, units are killed one by one,
>>;except by nuclear weapons, of course.
>>
>>
>
>I thought this was already an option? I guess not.
>
>
Actually not, although has been discussed more than once before.
>
>
>>damage:
>>
>>; If damage is set to a large number (e.g. 255), a battle ends until one
>>; of the units is destroyed. This is the freeciv default.
>>; If is set to a low number instead (e.g. 15), both units can survive after
>>; one attack. Adjust this number at taste. For numbers less than or equal 1
>>; the efect is the same.
>>
>>
>
>Um, shouldn't this be a boolean? I don't understand the significance of
>the integer value.
>
>
The amount of hit points lossed in a combat is regulated by this number.
With a small number, the damage is small, and the lost hit points are fewer.
>Also, in the patch it looks like this value is never checked. So this
>option has no effect. Or did I miss something?
>
>
Ooops...I had extracted all this from a bigger patch and I forget a
part. I will send a fixed patch in a moment.
>Also, I don't like the name "damage". Surely something more descriptive
>is possible? Although I'm still not sure exactly what you're describing.
>
>
Damage means the damage (indirectly, but not exactly, the lost hit
points) that a unit receive in a combat round. See the following patch I
will send.
>Also, I think the bombardment patch implements something similar but on
>a unit-specific basis. I suspect the method used by that patch is
>probably better.
>
>Finally, it looks like the client never properly receives these values.
> They are packaged in server/ruleset.c but are not unpackaged in
>client/packhand.c. (Note that the client never uses this value anyway.)
>
>
Yes, that is because the client never uses this values. ¿should I fix
this anyway?
P.D.: sorry my ugly english.
- [Freeciv-Dev] Re: (PR#8483) killstack and damage patch, Jason Short, 2004/04/11
- [Freeciv-Dev] Re: (PR#8483) killstack and damage patch,
LoboGris <=
- [Freeciv-Dev] (PR#8483) killstack and damage patch (fix 1), LoboGris, 2004/04/11
- [Freeciv-Dev] Re: (PR#8483) killstack and damage patch, LoboGris, 2004/04/11
- [Freeciv-Dev] Re: (PR#8483) killstack and damage patch, imbaczek@xxxxxxxxxxxxxx, 2004/04/11
- [Freeciv-Dev] Re: (PR#8483) killstack and damage patch, Per I. Mathisen, 2004/04/11
- [Freeciv-Dev] Re: (PR#8483) killstack and damage patch, Jason Short, 2004/04/11
- [Freeciv-Dev] Re: (PR#8483) killstack and damage patch, LoboGris, 2004/04/11
- [Freeciv-Dev] (PR#8483) killstack patch (fix 2), LoboGris, 2004/04/11
- [Freeciv-Dev] Re: (PR#8483) killstack patch (fix 2), Mike Kaufman, 2004/04/11
- [Freeciv-Dev] Re: (PR#8483) killstack patch (fix 2), LoboGris, 2004/04/11
- [Freeciv-Dev] Re: (PR#8483) killstack patch (fix 2), LoboGris, 2004/04/11
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