Follow-up Comment #8, bug #16164 (project freeciv):
My preferred solution is to explicitly assign units to auto-attack. I'd call
the command Hold Position.
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Follow-up Comment #6, bug #16164 (project freeciv):
I would prefer them to not autoattack at all when on their last turn of fuel.
This test should also catch units away from refuel point. Wait, what does
this mean for Fighter-type units [fuel = 1]? I don't use them, and didn't
think about them
Follow-up Comment #7, bug #16164 (project freeciv):
Bombers mix two concepts that may affect autoattack:
1) They are OneAttack units, which means that if they autoattack, they cannot
then either move or attack again, rendering the unit useless for human control
that turn.
2) They are fueled
Follow-up Comment #4, bug #16164 (project freeciv):
I think units that have fuel should not autoattack at all except when
defending refuel point where they would then remain.
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Follow-up Comment #5, bug #16164 (project freeciv):
In the case where occupychance 0, should a fueled unit with autoattack still
autoattack from a refueling point? If it does, should it return to base
immediately thereafter in the event it does occupy, or should it avoid
autoattacking in the
Follow-up Comment #3, bug #16164 (project freeciv):
Okeh, here is a save generated on 2.3.0.b1. The Bomber outside of Linköping
has attacked this turn and needs to go back to a city next turn. If
autoattack is enabled when you end turn, the Bomber will instead attack some
enemy units that
Update of bug #16164 (project freeciv):
Priority: 5 - Normal = 3 - Low
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Follow-up Comment #1:
'ai' is a better category for your report. I think it should be possible to
change this.
Follow-up Comment #2, bug #16164 (project freeciv):
I've since 'cleaned house' and deleted old stuff. I think i've got some
suitable opponents now, so i'll try and generate something.
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URL:
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Summary: Aircraft commit suicide if 'autoattack' is set
Project: Freeciv
Submitted by: doctorjlowe
Submitted on: Monday 06/14/2010 at 15:16
Category: ai
Severity: 2 - Minor