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 _______________________________________________________ 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). _______________________________________________________ Reply to this item at: <http://gna.org/patch/?7958> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev