http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Try to move to P1...
airgoto.sav.gz
Description: GNU Zip compressed data
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> [wsimpson - Jeu. Nov. 15 14:56:13 2007]:
>
> Pepeto _ wrote:
> > * Units still can move of the half of their moves and die when they go
> > to dangerous positions.
> >
> By design.
>
Sadly yes.
> > * Way points don't work well since al
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
It is getting better. But...
* Units still can move of the half of their moves and die when they go
to dangerous positions.
* Way points don't work well since all far positions are considered as
dangerous. You must finish the turn (with 0 m
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Pepeto _ wrote:
> * Units still can move of the half of their moves and die when they go
> to dangerous positions.
>
By design.
> * Way points don't work well since all far positions are considered as
> dangerous. ...
>
Obviously, there i
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Committed S2_2 revision 13959.
Committed trunk revision 13960.
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After looking at airgoto code some more, found (more than one) function on
the server side that looks for an airbase. Copied part here.
Essentially no change for AI.
The user can run the aircraft any direction for 1/2 move, *and* another
1
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Daniel Markstedt wrote:
> Yes, this is dangerous. But it's also up to the player to decide if
> it's worth sacrificing the air unit or not.
>
yes.
> This is indeed a problem. It seems the code always assumes an air unit
> starts its turn o
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
> [dmarks - Mer. Nov. 14 11:37:18 2007]:
>
> > - A unit with 2 turns of fuel (example AWACS or Bomber) always can move
> > of it's half of it's moves, including when it's lost in the middle of
> > the ocean. Then it dies.
> >
>
> This is in
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
> [dmarks - Mer. Nov. 14 11:37:18 2007]:
>
> On 11/14/07, Pepeto _ <[EMAIL PROTECTED]> wrote:
> >
> > http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
> >
> > > [pepeto - Mar. Nov. 13 15:14:19 2007]:
> > >
> > > - You cannot move on al
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
On 11/14/07, Pepeto _ <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
>
> > [pepeto - Mar. Nov. 13 15:14:19 2007]:
> >
> > - You cannot move on all tiles you should be able to move to. For
> > example, yo
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
> [pepeto - Mar. Nov. 13 15:14:19 2007]:
>
> - You cannot move on all tiles you should be able to move to. For
> example, you cannot choose your path when the unit has only the half of
> its moves.
>
Actually, it's when you are in a potent
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Very better. But still some problems:
- You still cannot reach P1, and waypoints don't help me. Anyway, I
don't think they should be needed to use air goto. For a land unit, you
don't need to define a new way point for every turn, why should
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Forgot to mention, I also discovered that you could locate unseen units
in the field by using goto to detect attack points. So, I added some
checking to stop the cheat.
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http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Daniel Markstedt wrote:
> I'm generally for freedom. If the player wants to goto their stealth
> fighter to certain death, the gui should allow them to do it. It's not
> uncommon to make suicide attacks with air units anyway. Let's leave
> th
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
On 11/13/07, William Allen Simpson <[EMAIL PROTECTED]> wrote:
>
> http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
>
> I'm using MacOS 10.3.9, standard iso Amplio (shouldn't make a difference),
> and standard GTK2 (shouldn't make a diff
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
> [wsimpson - Mar. Nov. 13 10:51:44 2007]:
>
> Pepeto _ wrote:
> > - It ignores if unit hasn't its full moves left. For example, if
> your
> > unit already did some move this turn, it check as your unit didn't
> make
> > this moves.
> >
> Am
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Pepeto _ wrote:
> - It ignores if unit hasn't its full moves left. For example, if your
> unit already did some move this turn, it check as your unit didn't make
> this moves.
>
Amazingly, you are actually correct. I tried moving the fighte
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
I'm using MacOS 10.3.9, standard iso Amplio (shouldn't make a difference),
and standard GTK2 (shouldn't make a difference).
We are talking about a fighter to the S of the continent, in the middle
of the ocean. It has moves (7)7.
Daniel Mar
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
- It ignores if unit hasn't its full moves left. For example, if your
unit already did some move this turn, it check as your unit didn't make
this moves.
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> [wsimpson - Mon Nov 12 15:47:11 2007]:
>
> Pepeto _ wrote:
> > and say me that this stealth fighter can move to P1 and not go to
> > dangerous positions.
> >
> Verified. The stealth fighter, currently in the middle of the ocean,
> with 7
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
> [wsimpson - Lun. Nov. 12 15:47:11 2007]:
>
> Works (as all my previous tests have indicated.)
>
Doesn't.
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Committed S2_1 revision 13941.
Committed S2_2 revision 13942.
Committed trunk revision 13943.
The slightly different S2_2/trunk patch for posterity:
Index: common/aicore/pf_tools.c
===
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Pepeto _ wrote:
> and say me that this stealth fighter can move to P1 and not go to
> dangerous positions.
>
Verified. The stealth fighter, currently in the middle of the ocean,
with 7/7 remaining, is unable to go to any dangerous position.
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Well, I ignore what you can write against me... Look at this savegame,
and say me that this stealth fighter can move to P1 and not go to
dangerous positions.
airgoto.sav.gz
Description: GNU Zip compressed data
_
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Pepeto _ wrote:
> I think when you will get all this, you will conclude on a quite
> identical patch than PR#20772.
>
The rejected patch(es) in PR#20772 did not address the underlying problem
that this patch corrects. Those patches demonstr
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
Forgot that it doesn't check if the start position is not a potential
dangerous position, if I understand your patch right. For example, you
have a fighter in a city, you move to 5 tiles max, then you can move
again to 5 tiles (to some very
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
That's right, this function is wrong, else, there shouldn't be any problem.
Your patch forbid the moves for path bigger than 1 turn.
You should name your fuel variable moves_left or something like this,
since it's a number of moves and not
http://bugs.freeciv.org/Ticket/Display.html?id=39852 >
While trying to understand the reported air goto problems of PR#20772,
came across this incomprehensible (and manifestly incorrect) S2_1 code
(nearly identical in S2_2/trunk):
int moves = SINGLE_MOVE * real_map_distance(param->start_tile,
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