[Freeciv-Dev] [bug #21795] fortify action more even in concurrent mode

2015-11-16 Thread Jacob Nevins
Follow-up Comment #4, bug #21795 (project freeciv):

> - If a unit do not have the "can fortify" flag you can not order 
> it to "sleep" until further orders. 
Patch #3718 has an idea for solving this bit, and takes other elements from
here (the automatic application of bonuses), but not all the ideas here.

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[Freeciv-Dev] [bug #21795] fortify action more even in concurrent mode

2015-11-16 Thread Jacob Nevins
Follow-up Comment #3, bug #21795 (project freeciv):

See also bug #23516.

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[Freeciv-Dev] [bug #21795] fortify action more even in concurrent mode

2014-03-16 Thread David Fernandez
Follow-up Comment #2, bug #21795 (project freeciv):

I admit I did not take into account this difference between civ1 and current
freeciv when I wrote it, but my idea was to calculate automatically if the
unit is fortified or not, not linked to the "fortify" action, but to the
movement points of the unit, so the setting "unitwaittime" can be taken into
account.

I'd rewrite it for freeciv current behavior:
- when the unit is going to recover the movement points (after the
"unitwaittime" of this turn), if the unit had remaining movement points from
previous turn, then the unit is automatically considered fortified (and the
fortified icon is drawn), until it moves again.

But I admit I like the civ1 alternative and it would be great to be able to
choose between them.

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[Freeciv-Dev] [bug #21795] fortify action more even in concurrent mode

2014-03-16 Thread Marko Lindqvist
Follow-up Comment #1, bug #21795 (project freeciv):

> Calculate automatically the bonus to defend no matter if the 
> units was ordered to fortify or not, in a similar way that it
> is already done for units in cities or fortresses.

If I understand correctly, you want to revert to civ1 model, where fortifying
in the open is immediate action, not requiring the one turn to go from
FORTIFYING -> FORTIFIED. Note that units in cities already are always
considered fortifIED, even if they have spent all their movement to reach the
city (and thus would do even the fortifYING only next turn).

That would make it easier to advance and fortify where you got.
Current model vs civ1:
turn 1: moved / moved (0 movement points left)
turn 2: fortifying / fortified
turn 3: fortified / fortified


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[Freeciv-Dev] [bug #21795] fortify action more even in concurrent mode

2014-03-14 Thread David Fernandez
URL:
  

 Summary: fortify action more even in concurrent mode
 Project: Freeciv
Submitted by: bardo
Submitted on: vie 14 mar 2014 21:41:34 UTC
Category: None
Severity: 3 - Normal
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: 
 Discussion Lock: Any
Operating System: None
 Planned Release: 

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Details:

The issues that could be improved:
- In single player, you can set a unit to fortify at the end of the turn and
it will appear fortified at the start of next turn, without risk of being
atacked in between.
The AI can't do the same because it always move at start of the turn.
- Something similar happens in multiplayer. If you delay your movements to the
end of the turn, there are less chances to be attacked until the units are
fortified at start of next turn.

- If a unit do not have the "can fortify" flag you can not order it to "sleep"
until further orders. The alternative is to use "s" order, but then the unit
is waken up by nearly enemies.

My suggestion:
- Calculate automatically the bonus to defend no matter if the units was
ordered to fortify or not, in a similar way that it is already done for units
in cities or fortresses.
- If a unit is attacked and it has some remaining movement point, and the unit
type has the "can fortify" flag, the unit automatically gets the +50% defend
bonus.
- Allow to every unit to use the "fortify" order as an alternative to
"sentry", no matter if they can get defend bonuses or not.

This way, if a unit is ordered to fortify, it will always get the defend bonus
because it always has remaining movement points, not because it was ordered to
fortify.
It would work in a simar way than healing, you do not need to order the unit
to heal, it is automatically handle if the unit did not move.

At same time, if a unit runs out of movement points, it won't get the defend
bonus until the unit recovers his movement points next turn, but taking into
account the "unitwaittime", and so making it more even for multiplayer games.




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