[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-04-09 Thread Brandon J. Van Every
Follow-up Comment #8, bug #17970 (project freeciv): I now have beta4 on Windows. I have seen an AI Worker run away before I could launch a queued attack. ___ Reply to this item at: ___

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-04-06 Thread Brandon J. Van Every
Follow-up Comment #7, bug #17970 (project freeciv): Having an "end turn phase" and a "begin turn phase" makes sense to me, but the shuffling bug still needs to be addressed. The comments regarding http://gna.org/bugs/?16387 claim that player order is shuffled. On my Windows Vista system, with o

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-04-06 Thread anonymous
Follow-up Comment #6, bug #17970 (project freeciv): This bug is a duplicate of http://gna.org/bugs/?16387. That bug was not fixed because the developers failed to see either the problem or the solution. The simplest solution should be that there be two rounds of player activity at turn change.

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-04-03 Thread Jacob Nevins
Follow-up Comment #5, bug #17970 (project freeciv): [timeaddenemymove and unitwaittime] > Those settings don't help a single player game at all. True (but see below). > /set phasemode "PLAYER" I thought this too. Playing against the AI is effectively turn-based anyway, so one might as well make

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-04-02 Thread Brandon J. Van Every
Follow-up Comment #4, bug #17970 (project freeciv): I will try PLAYER for single player, but I have my doubts that it'll have any effect. The default is "ALL - all players move concurrently." However, the human player *always* moves before the AI with a queued attack. That's not current; that'

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-04-02 Thread anonymous
Follow-up Comment #3, bug #17970 (project freeciv): You can change the order in which players make their movements in 2.3.0-beta3 Try using /set phasemode "PLAYER" it is also under the 'Internal' tab of the server settings dialog and named 'control of simultaneous player/team phas

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-03-31 Thread Brandon J. Van Every
Follow-up Comment #2, bug #17970 (project freeciv): Those settings don't help a single player game at all. Very easy to trounce the AI when this exploit is known. ___ Reply to this item at: __

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-03-31 Thread Jacob Nevins
Follow-up Comment #1, bug #17970 (project freeciv): The "double-move" problem is well-known. Server options have been added to mitigate it, notably 'timeaddenemymove' and more recently 'unitwaittime' (patch #1500), but these aren't enabled by default.

[Freeciv-Dev] [bug #17970] queued attack executes before next player's turn begins

2011-03-30 Thread Brandon J. Van Every
URL: Summary: queued attack executes before next player's turn begins Project: Freeciv Submitted by: bvanevery Submitted on: Wed 30 Mar 2011 08:56:20 PM GMT Category: general S