[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-19 Thread pepeto
Update of bug #20361 (project freeciv): Status: Ready For Test = Fixed Open/Closed:Open = Closed ___ Reply to this item at:

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-19 Thread Jacob Nevins
Follow-up Comment #12, bug #20361 (project freeciv): Where this needs more consideration is the experimental ruleset. If the defender is on a tile that the attacker could not enter except via road, then totally negating the road will make the defender unreachable. I don't think this

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-19 Thread Jacob Nevins
Update of bug #20361 (project freeciv): Operating System: Microsoft Windows = Any ___ Reply to this item at: http://gna.org/bugs/?20361 ___ Message sent

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-19 Thread pepeto
Follow-up Comment #13, bug #20361 (project freeciv): Will the committed fix need adjusting once cardinal-move-only roads/rivers exist? I don't think so. The last part of the path is considered as a single move only if the move was previously possible.

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-17 Thread pepeto
Update of bug #20361 (project freeciv): Planned Release:2.4.0, 2.5.0 = 2.3.5, 2.4.0, 2.5.0 ___ Follow-up Comment #8: Attaching better version: consider the last move of the path as a constant single move when

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-02-10 Thread pepeto
Update of bug #20361 (project freeciv): Status:None = Ready For Test ___ Follow-up Comment #6: This patch should solve your problem. (file #17180)

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-01-14 Thread David Lowe
Follow-up Comment #5, bug #20361 (project freeciv): That's actually pretty good. Any reasonable defender will certainly attempt to negate the road using mines, caltrops, etc. In general, we want the attacker to remain in place after the assault. The added movement point cost from having to

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-01-13 Thread Roman Petrinec
Follow-up Comment #3, bug #20361 (project freeciv): to bring more light into it - pathfinder does not check whether targeted square is occupied, it only checks best way to that square from my long observation, best metod to avoid failed gotot+attack is use it to go best position near unit and

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2013-01-13 Thread Silas Brill
Follow-up Comment #4, bug #20361 (project freeciv): That could be done by treating the final step (onto the enemy-occupied tile) as having the same movement cost regardless of direction - basically, ignore roads and rivers on enemy-occupied tiles.

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2012-12-10 Thread Silas Brill
URL: http://gna.org/bugs/?20361 Summary: Pathfinding may prefer move+attack to simply attacking adjacent target Project: Freeciv Submitted by: brilliand Submitted on: Mon 10 Dec 2012 09:49:56 AM GMT Category: general

[Freeciv-Dev] [bug #20361] Pathfinding may prefer move+attack to simply attacking adjacent target

2012-12-10 Thread David Lowe
Follow-up Comment #1, bug #20361 (project freeciv): I assume the relevant difference between the Musketeer and the Dragoon is that the Musketeer only has one movement point, so the Dragoon could afford to move before attacking. The problem is, that the pathfinder is optimized to use less