http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [pepeto - Mon Dec 01 22:45:49 2008]:
>
> > [book - Mon Dec 01 22:15:19 2008]:
> >
> > > [pepeto - Mon Dec 01 07:17:09 2008]:
> > >
> > > > [book - Mon Dec 01 03:54:35 2008]:
> > > >
> > > > I also made some minor style changes (but I te
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [book - Mon Dec 01 22:15:19 2008]:
>
> > [pepeto - Mon Dec 01 07:17:09 2008]:
> >
> > > [book - Mon Dec 01 03:54:35 2008]:
> > >
> > > This time when testing I found that bombers when they
> > > have to wait at a tile before doing an att
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [book - Mon Dec 01 03:54:35 2008]:
>
> This time when testing I found that bombers when they
> have to wait at a tile before doing an attack (i.e.
> the attack destination is farther than the bomber's
> immediate range), when the bomber do
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [pepeto - Sat Nov 15 13:39:13 2008]:
>
> Feel free to modify the patch.
Alright, finally I have time to get back to this.
This time when testing I found that bombers when they
have to wait at a tile before doing an attack (i.e.
the attac
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
Feel free to modify the patch.
airgoto.diff.gz
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http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [book - Sat Nov 15 04:56:43 2008]:
>
> All I could find is a minor display annoyance in that if
> a fighter or bomber type unit has only 1 move left, then
> the "turns to target" label shows 1 turn instead of 0 when
> the user does a 1 til
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
Alright, with the patch in 40563 this new goto code works
great, even better than the old warmap code.
All I could find is a minor display annoyance in that if
a fighter or bomber type unit has only 1 move left, then
the "turns to target" la
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [book - Thu Nov 13 03:20:35 2008]:
>
> Hmm perhaps I spoke too soon about fighters in my last reply.
> Now it sometimes happens that a fighter with 2 or 3 moves
> left will wait in a city if the user does a goto 1 tile out
> of the city. I
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
Hmm perhaps I spoke too soon about fighters in my last reply.
Now it sometimes happens that a fighter with 2 or 3 moves
left will wait in a city if the user does a goto 1 tile out
of the city. It is very odd in that it appears to happen
only
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [book - Wed Nov 12 21:20:16 2008]:
>
> Fighter type units now pass all my tests, however there seems to
> be a problem with bomber type units. In certain situations the
> path finding code appears to get into an infinite loop (or take
> ve
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
Fighter type units now pass all my tests, however there seems to
be a problem with bomber type units. In certain situations the
path finding code appears to get into an infinite loop (or take
very very long; I left it for several minutes with
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [book - Wed Nov 12 05:03:58 2008]:
>
> I found one strange behaviour while testing: if a fighter
> is at a refuelling point and has one move left, doing a
> goto with it will make it move this turn instead of waiting.
> Hopefully that won'
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [pepeto - Tue Nov 11 13:20:18 2008]:
>
> I changed completely my initial mind to fix the last strange
> behaviour I observed. I rewrote the nearly-whole path_finding.c
> file.
Ah, the worst case scenario I was afraid of... but seems you
m
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
I changed completely my initial mind to fix the last strange behaviour I
observed. I rewrote the nearly-whole path_finding.c file. Some words
about this new code:
* struct pf_map is a base structure, containing only the mode it is
used. Ther
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [pepeto - Wed Nov 05 17:14:11 2008]:
>
> I hope this version should work very better.
This version is the best so far. I did find one strange
thing though: take for example a fighter from Arnsberg
and make a goto attack on Kranj. The path
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [pepeto - Wed Oct 29 09:03:33 2008]:
>
> > [book - Wed Oct 29 01:45:22 2008]:
> >
> > Good stuff. There remains only one weird thing that I
> > could find: now when a figher or bomber is made to
> > attack an enemy city or unit via goto,
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
Hi,
Pepeto wrote on Oct 29, 01:04 (-0800):
> > [chrisk - Wed Oct 29 07:29:07 2008]:
> > Madeline Book wrote on Oct 28, 17:45 (-0800):
> >
> > > Good stuff. There remains only one weird thing that I
> > > could find: now when a figher or bo
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [book - Wed Oct 29 01:45:22 2008]:
>
> Good stuff. There remains only one weird thing that I
> could find: now when a figher or bomber is made to
> attack an enemy city or unit via goto, it first tries
> to go to a closer "safe" tile and o
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [chrisk - Wed Oct 29 07:29:07 2008]:
>
> Madeline Book wrote on Oct 28, 17:45 (-0800):
>
> > Good stuff. There remains only one weird thing that I
> > could find: now when a figher or bomber is made to
> > attack an enemy city or unit via
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
Madeline Book wrote on Oct 28, 17:45 (-0800):
> Good stuff. There remains only one weird thing that I
> could find: now when a figher or bomber is made to
> attack an enemy city or unit via goto, it first tries
> to go to a closer "safe" til
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
Good stuff. There remains only one weird thing that I
could find: now when a figher or bomber is made to
attack an enemy city or unit via goto, it first tries
to go to a closer "safe" tile and only then make the
attack approach. For example,
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
I tested the patch and it works fairly well. It is a big
improvement over the current broken goto for air units, so
I will test it some more and commit it soon if I do not
find anything obviously bad. I found some strange things
while testing
http://bugs.freeciv.org/Ticket/Display.html?id=40536 >
> [EMAIL PROTECTED] - Mon Oct 27 02:12:31 2008]:
>
> Is there way to reproduce these with old code? Both 2.1 and TRUNK?
> > - Air patrol doesn't crash any more.
Move a fighter ouside a city and choose a far point to patrol on. The
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