Update of bug #22187 (project freeciv):
Assigned to: pepeto = None
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Follow-up Comment #12:
I won't do that for S2_5.
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Follow-up Comment #11, bug #22187 (project freeciv):
Would also need patch #3900 (and follow-up bugfixes there), and possibly more
(depending on dependencies found following that stack). I think it's probably
relatively safe to leave this unimplemented for S2_5. The AI may try to
disembark
Update of bug #22187 (project freeciv):
Assigned to:None = pepeto
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Update of bug #22187 (project freeciv):
Status: Fixed = In Progress
Assigned to: pepeto = None
Open/Closed: Closed = Open
Update of bug #22187 (project freeciv):
Status: Ready For Test = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #8:
I raised bug #22299
Update of bug #22187 (project freeciv):
Status:None = In Progress
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Follow-up Comment #5:
Worse than pathfinding violation, the server allows Riflemen to load to
Helicopter into Ocean.
Update of bug #22187 (project freeciv):
Category:None = general
Status: In Progress = Ready For Test
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Follow-up Comment #6:
Fix attached for the
Update of bug #22187 (project freeciv):
Depends on: = patch #4910
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Update of bug #22187 (project freeciv):
Assigned to:None = pepeto
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URL:
http://gna.org/bugs/?22187
Summary: Client allows attempted violation of
embarks/disembarks restrictions
Project: Freeciv
Submitted by: jtn
Submitted on: Sat 14 Jun 2014 12:57:30 BST
Category: None
Update of bug #22187 (project freeciv):
Release: = S2_5 r25141
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Follow-up Comment #1, bug #22187 (project freeciv):
I guess pf_tools.c:normal_move_unit() and friends need to be taught about the
possibility of units' transport status restricting their ability to move;
currently I think they only check tile nativity, not transport status
explicitly.
client
Follow-up Comment #2, bug #22187 (project freeciv):
In the meanwhile, do you think civ2civ3 should allow all units to disembark
from helicopters everywhere?
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Follow-up Comment #3, bug #22187 (project freeciv):
In the meanwhile, do you think civ2civ3 should allow all units
to disembark from helicopters everywhere?
I don't think there's any need for the ruleset to change. I think this is a
minor UI issue.
Follow-up Comment #4, bug #22187 (project freeciv):
The specific example doesn't affect AI pathfinding, but only because the AI
can't deal with that class of transport at all, so won't choose it. When the
AI learns how to deal with more complex transport choices, it will need to
understand about
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