[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-03-04 Thread Jacob Nevins
Follow-up Comment #10, patch #3384 (project freeciv): I'll leave that to future tickets (and probably TRUNK only). Raised bug #20587 for safe-keeping. ___ Reply to this item at: http://gna.org/patch/?3384

[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-20 Thread Marko Lindqvist
Follow-up Comment #9, patch #3384 (project freeciv): I think this is due to is_square_threatened() calling is_ground_threat(). Given that nothing else uses this function, perhaps it should be changed to not care about the unit move type? To make it work well, a bit more work is needed. It

[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-19 Thread Jacob Nevins
Follow-up Comment #8, patch #3384 (project freeciv): I had a go with this on S2_4, and while workers do now run away from land units unless accompanied by a bodyguard, workers on the coast are still oblivious to a battleship sat next to them. I think this is due to is_square_threatened() calling

[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-18 Thread Marko Lindqvist
Update of patch #3384 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed

[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-12 Thread Marko Lindqvist
Follow-up Comment #3, patch #3384 (project freeciv): I'll see if I can implement something. Your implementation was in the common function used by all units - so even human controlled units were unable to do anything near enemy. Kind of bad if you cannot build fortresses near the borderline ;-)

[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-12 Thread Marko Lindqvist
Update of patch #3384 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #4: This patch makes autosettlers not to evaluate dangerous tiles at all when finding work. Every

[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-12 Thread Marko Lindqvist
Update of patch #3384 (project freeciv): Planned Release: = 2.4.0, 2.5.0 ___ Follow-up Comment #5: - S2_4 version. This changes ai-module interface capability. I think this is ok, we have

[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-11 Thread Marko Lindqvist
Follow-up Comment #1, patch #3384 (project freeciv): I've not been active with this ticket as I thought that I need to investigate and test more that one cannot exploit it by moving military units, without even intention to risk them by actually attackign, around AI workers and thus making them

[Freeciv-Dev] [patch #3384] autosettler check current danger

2013-02-11 Thread anonymous
Follow-up Comment #2, patch #3384 (project freeciv): Glad that you were able to reproduce the issue. How are we going to proceed ? The patch I proposed is outdated and not 'perfect' .. ___ Reply to this item at:

[Freeciv-Dev] [patch #3384] autosettler check current danger

2012-07-07 Thread anonymous
URL: http://gna.org/patch/?3384 Summary: autosettler check current danger Project: Freeciv Submitted by: None Submitted on: Sun 08 Jul 2012 01:32:42 AM UTC Category: ai Priority: 5 - Normal