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[Freeciv-Dev] Re: Missiles, submarines and AEGIS cruiser
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[Freeciv-Dev] Re: Missiles, submarines and AEGIS cruiser

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To: Freeciv-Dev <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Missiles, submarines and AEGIS cruiser
From: Jason Dorje Short <jdorje@xxxxxxxxxxxx>
Date: Thu, 29 Jul 2004 12:49:51 -0400

Per Inge Mathisen wrote:
On Thu, 29 Jul 2004, Jason Dorje Short wrote:

Any bugs in here? Or just bad luck?

Just bad luck, I think. You cannot attack air units with sea units. All
air units return to nearest city on turn end, if they can. AI should not
attack an AEGIS cruiser with an air unit (unless I am mistaken here, AEGIS
gets an insane bonus against missiles too).

It's a bug that this situation could exist at all. Cruise missiles only
have 1 fuel so this one should have crashed by now.


IIRC, all air units that have zero fuel left are automatically moved into
safe cities if they have enough movement points at end of turn. This is a
feature.

But AI units aren't supposed to move until the end of the turn anyway I thought?

The above is a feature but it shouldn't violate the alternate-movement rules. However since goto must be executed at the beginning of the turn I guess this may be impossible. Perhaps AI players can always get alternating-movement.

jason


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