[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-10-03 Thread pepeto
Update of bug #13946 (project freeciv): Priority: 5 - Normal = 1 - Later ___ Follow-up Comment #11: See also bug #14088 ___ Reply to

[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-08-17 Thread Nathan
Follow-up Comment #10, bug #13946 (project freeciv): Incidentally, Weird Worlds uses a very simple technique: If you assign the leader to follow someone, the former leader no longer is leader, and the ship it's now following becomes the leader, no matter where it was in the prior hierarchy.

[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-08-14 Thread Ann
Follow-up Comment #5, bug #13946 (project freeciv): I think that the idea of make a group, go at the speed of the slowest and assign a leader to follow are roughly analogous in terms of what they would deliver to gameplay, I just prefer the second because it is more versatile. I wouldn't mind

[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-08-14 Thread Nathan
Follow-up Comment #6, bug #13946 (project freeciv): Brilliant, and I totally agree. You have my vote. Being able to follow allied, enemy, or alien units would be invaluable. A rally point would be very handy. Right now, I keep the mouse on the minimap and right-click on the rally point, then

[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-08-14 Thread Ann
Follow-up Comment #7, bug #13946 (project freeciv): Great that we agree...now it just needs to get coded and accepted ;) Alas this is quite a bit beyond my current understanding of the code base. ___ Reply to this item at:

[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-08-14 Thread Marko Lindqvist
Follow-up Comment #8, bug #13946 (project freeciv): I wouldn't mind at all if, for the sake of simplicity, ... and a leader unit could not follow another unit. It would actually be *more* complicated to special case leader units so that they cannot have another unit leading them.

[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-08-14 Thread Ann
Follow-up Comment #9, bug #13946 (project freeciv): Would it? I imagine a flag 'is_leader' would be as simple as searching up the follower chain until reaching the end, but I'm sure you know the code better than I do. A question about 'easier': Would it be easier in terms of gameplay to

[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-08-13 Thread Nathan
Follow-up Comment #4, bug #13946 (project freeciv): Ann, I think you've hit upon the can of worms that may have prevented this feature coming to fruition yet. I see these as separate concerns that might be addressable the same way, but let's identify them, because I think the best solution

[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-08-12 Thread Ann
Follow-up Comment #1, bug #13946 (project freeciv): I prefer the solution similar to the first one proposed. If any unit could be assigned to follow any other unit it is capable of following (land units follow land units, sea units follow sea units, etc), this would have a broader application

[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-08-12 Thread Nathan Morse
Follow-up Comment #2, bug #13946 (project freeciv): Good points, Ann, especially the same type of unit bit. Workers and Engineers only move 1 and 2 spaces respectively, so being able to assign a leader should be all that's necessary. One thing to watch out for, though: We wouldn't want to

[Freeciv-Dev] [bug #13946] Wish: Ability to escort units automatically

2009-08-12 Thread Ann
Follow-up Comment #3, bug #13946 (project freeciv): Nathan: I think it would be acceptable for B to follow A and for C to follow B, and so on, so long as A didn't follow Z (the end of the following chain). I would think that would just be a matter of having a check to see if it is possible to