[Freeciv-Dev] [patch #2206] execute_orders() changes

2014-06-03 Thread Jacob Nevins
Follow-up Comment #13, patch #2206 (project freeciv): Since the other deferred orders like "build trade route" aren't currently accessible from the UI, I think this is best described in release notes as something like "Multiple units working on the same connect-with-road or similar project no long

[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-20 Thread pepeto
Update of patch #2206 (project freeciv): Status: Ready For Test => Done Open/Closed:Open => Closed ___ Reply to this item at:

[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Jacob Nevins
Follow-up Comment #11, patch #2206 (project freeciv): (I started musing here about improvements to the caravan popup workflow, but really it should be the topic of a separate ticket, so: patch #3711.) ___ Reply to this item at:

[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #10, patch #2206 (project freeciv): Oh, sorry for the noise then. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/ _

[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread pepeto
Follow-up Comment #9, patch #2206 (project freeciv): I think I now understand what you mean. I didn't change anything in the current rules. Caravan with 0 moves left always could establish trade routes (pressing 'r' for example) or help for wonders. The only change in this patch is that actions

[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #8, patch #2206 (project freeciv): Without the patch it's the correct behavior as one does not want to do anything with the units. But once those units with 0 move could establish traderoute already this turn, optimal playing requires micromanagement to search all the cities for

[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread pepeto
Follow-up Comment #7, patch #2206 (project freeciv): > Notice that the caravan with 1/3 movement left gets the focus, > and could establish traderoute, but caravan with 0/3 move left > never gets the focus unless you go to search for it from inside > the city. Yes, I notice this *with* and *witho

[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #6, patch #2206 (project freeciv): I'm not talking about anything specific to caravans or their arrival. Units with movement left get focus, units without don't. Assuming roads, and full 3/3 movement point for both, place one caravan 6 tiles and another 5 tiles away from a city.

[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread pepeto
Follow-up Comment #5, patch #2206 (project freeciv): > By "popup" I actually meant that the units get focus on their > turn. I don't understand. I tried many times, I get no caravan-arrival-popup, nor caravans are not included in the unit focus chain. I testing with current trunk. Also, I checke

[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #4, patch #2206 (project freeciv): By "popup" I actually meant that the units get focus on their turn. ___ Reply to this item at: ___ Message s

[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread pepeto
Follow-up Comment #3, patch #2206 (project freeciv): > Caravan changes has micromanagement consequences in longturn & > similar games. Caravans on goto enter cities when turn changes, > and player is not connected. When (s)he then connects to game > to handle his/her turn, client does not automati

[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-16 Thread Marko Lindqvist
Follow-up Comment #2, patch #2206 (project freeciv): > Orders such has disband, establish trade route or help building > wonders doesn't require moves left to be executed. Caravan changes has micromanagement consequences in longturn & similar games. Caravans on goto enter cities when turn changes

[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-16 Thread pepeto
Update of patch #2206 (project freeciv): Assigned to:None => pepeto Planned Release: => 2.5.0 ___ Follow-up Comment #1: Updated patch agai

[Freeciv-Dev] [patch #2206] execute_orders() changes

2010-11-16 Thread pepeto
URL: Summary: execute_orders() changes Project: Freeciv Submitted by: pepeto Submitted on: mardi 16.11.2010 à 11:43 Category: general Priority: 3 - Low Status