[Freeciv-Dev] [bug #17892] Continue patrolling

2011-09-28 Thread DynV

Follow-up Comment #3, bug #17892 (project freeciv):

+1

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[Freeciv-Dev] [bug #17892] Continue patrolling

2011-03-16 Thread Angelo Locritani

Follow-up Comment #2, bug #17892 (project freeciv):

I agree with you.
Instead of automatize the continue patrolling option, a simple new command
like 'continue patrolling' can be issued to the unit.
This command simply restore both end points of the patrolling for the unit

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[Freeciv-Dev] [bug #17892] Continue patrolling

2011-03-14 Thread Angelo Locritani

URL:
  http://gna.org/bugs/?17892

 Summary: Continue patrolling
 Project: Freeciv
Submitted by: alocritani
Submitted on: lun 14 mar 2011 12:47:21 GMT
Category: client-gtk-2.0
Severity: 1 - Wish
Priority: 5 - Normal
  Status: None
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Release: trunk
 Discussion Lock: Any
Operating System: GNU/Linux
 Planned Release: 

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Details:

During patrol when a unit is spotted the patrolling unit stops and you have
to give again the patrol command.
Sometimes the patrol path may be a quite articulated path.
Sometimes (spotted unit is a neutral unit, etc...) could be useful to let the
spotting unit continue the patrol task without reselecting the patrol path.




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[Freeciv-Dev] [bug #17892] Continue patrolling

2011-03-14 Thread David Lowe

Follow-up Comment #1, bug #17892 (project freeciv):

I think it might be rather complicated to set up a series of conditions under
which the patrolling unit keeps going or is disturbed.  If it involves more
than a simple yes/no question, we would need a new interface for all the
clients.  Perhaps a better solution would be to save the path of the
patrolling unit so it can be easily resumed?

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