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[Freeciv-Dev] Re: (PR#8483) killstack and damage patch
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[Freeciv-Dev] Re: (PR#8483) killstack and damage patch

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To: molv@xxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#8483) killstack and damage patch
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Sun, 11 Apr 2004 03:17:54 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8483 >

On Sun, 11 Apr 2004, LoboGris wrote:
> >>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 thisoptions 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.

Yes, and every time I've been against it. But I will try not to be
unreasonable. Please give some arguments why this option is important and
should be added. (Note: I will not be convinced merely by 'civ3
compatibility'.)

> >>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.

This just sounds silly. What use is there for this option? Who will code
the necessary math for unit_win_chance() so that it works with this
option? Let alone answer the question: what does unit_win_chance()
really return when this option is in effect?

  - Per




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