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[Freeciv-Dev] Re: (PR#10276) Goto bug
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[Freeciv-Dev] Re: (PR#10276) Goto bug

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To: mstefek@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#10276) Goto bug
From: "Gregory Berkolaiko" <Gregory.Berkolaiko@xxxxxxxxxxxxx>
Date: Tue, 28 Sep 2004 20:17:35 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=10276 >

On Sat, 25 Sep 2004, Jason Short wrote:

> <URL: http://rt.freeciv.org/Ticket/Display.html?id=10276 >
> 
> Benoit Hudson wrote:
> 
> > This is fine with me, although it's highly annoying to get units whose 
> > orders
> > were canceled after I put all this time into making a beautiful path for 
> > the unit
> > (especially since now I'll have forgotten where this unit was supposed to 
> > go).
> > I would support a goto that makes sure that the unit goes along the stated 
> > path,
> > but not necessarily at the stated time.
> 
> That's reasonable, except that if you aren't careful the unit may get 
> stuck forever (waiting for an enemy city to move out of its way, for 
> instance).
> 
> >  At the very least, I'd want the unit
> > to be able to tell me where I was sending it.
> 
> You can do that by middle-clicking.

Not once the goto has been cancelled due to an enemy.

The request is quite reasonable (order "Get to..." and the unit should 
make its own way, with run-time adjustments) though.  But it should be 
implemented at the client, as an agent, I think.

At any rate, the subject is highly misleading.

Gr.




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