URL:
  <http://gna.org/patch/?7958>

                 Summary: autoattack: restore player ability to specify who
can autoattack
                 Project: Freeciv
            Submitted by: sveinung
            Submitted on: Mon 07 Nov 2016 01:27:03 PM UTC
                Category: general
                Priority: 5 - Normal
                  Status: None
                 Privacy: Public
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any
         Planned Release: 
 Contains string changes: None

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Details:

In patch #7942 Jacob Nevins <jtn> said:
> (BTW, since you're working on autoattack, I don't suppose you fancy
restoring the ability for the player to specify which units can autoattack?
Last time I looked into it, there didn't seem to be any good reason for this
to have been removed. I might actually use autoattack if I could control it
better. Obviously that's a discussion for another ticket.)

I have been thinking about it. The current behavior is useful as an
alternative to enabling ZoC. A more detailed/realistic ruleset may wish to
give the player control over what units may autoattack. I therefore suggest
giving autoattack three states: disabled, player controlled and enabled.
Adding a state could also be an opportunity to rename it to something like
"initiative". This would reflect that it isn't mere unit automation[1].

[1] The autoattack setting can, unlike a client side order, make a unit attack
an enemy unit in the middle of the enemy unit's order execution. This can be
seen as a representation of a unit acting on its own initiative (3rd and 4th
generation war) rather than waiting for orders from the top (1st and 2nd
generation war).




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