[Freeciv-Dev] (PR#9942) planned unit movement
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<URL: http://rt.freeciv.org/Ticket/Display.html?id=9942 >
> [per - Mon Sep 06 12:27:56 2004]:
>
>
> I've tested it a bit, and I generally like it.
>
> A few comments on the implementation:
> - Setting all units to have zero moves always is an easy solution,
> but
> not a good one. It looks quite odd. Instead, the server should
reject
> any
> move packets, and the clients should convert all move attempts into
> goto
> orders. This will also fix the client jump-to-next unit feature,
> diplomats, settlers, air units and caravans.
> - There should be a server setting "movetype" to switch between the
> different move types.
> - Doing the AI later is ok, but it should also eventually use the
> same
> movetype as the client.
> - See me other post for thoughts on how to make gotos fair.
>
> Keep up the good work.
>
> - Per
>
Thank you for testing the patch. I think, you are right in these
questions.Rejecting move packets sounds very promising.
There are some problem, I faced at first tests:
-Unit order is crucial at conquering a city. Better, if cruisers
(stronger) attack first and then come the horsemen.
-Fighters have only fuel for one turn, they have to return after
attack. I considered a GOTO-ATTACK-RETURN command proper.
A random player order solves all fairness problem, but increases
general risk. That iterative combat resoulution means less risk.
It's a choice from chess-roulette scale.
I will.
Zoli
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