Follow-up Comment #13, patch #2206 (project freeciv):
Since the other deferred orders like build trade route aren't currently
accessible from the UI, I think this is best described in release notes as
something like Multiple units working on the same connect-with-road or
similar project no longer
Update of patch #2206 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
___
Reply to this item at:
Follow-up Comment #3, patch #2206 (project freeciv):
Caravan changes has micromanagement consequences in longturn
similar games. Caravans on goto enter cities when turn changes,
and player is not connected. When (s)he then connects to game
to handle his/her turn, client does not
Follow-up Comment #4, patch #2206 (project freeciv):
By popup I actually meant that the units get focus on their turn.
___
Reply to this item at:
http://gna.org/patch/?2206
___
Message sent
Follow-up Comment #5, patch #2206 (project freeciv):
By popup I actually meant that the units get focus on their
turn.
I don't understand. I tried many times, I get no caravan-arrival-popup, nor
caravans are not included in the unit focus chain. I testing with current
trunk.
Also, I checked
Follow-up Comment #6, patch #2206 (project freeciv):
I'm not talking about anything specific to caravans or their arrival. Units
with movement left get focus, units without don't.
Assuming roads, and full 3/3 movement point for both, place one caravan 6
tiles and another 5 tiles away from a
Follow-up Comment #7, patch #2206 (project freeciv):
Notice that the caravan with 1/3 movement left gets the focus,
and could establish traderoute, but caravan with 0/3 move left
never gets the focus unless you go to search for it from inside
the city.
Yes, I notice this *with* and *without*
Follow-up Comment #8, patch #2206 (project freeciv):
Without the patch it's the correct behavior as one does not want to do
anything with the units. But once those units with 0 move could establish
traderoute already this turn, optimal playing requires micromanagement to
search all the cities for
Follow-up Comment #9, patch #2206 (project freeciv):
I think I now understand what you mean.
I didn't change anything in the current rules. Caravan with 0 moves left
always could establish trade routes (pressing 'r' for example) or help for
wonders.
The only change in this patch is that actions
Follow-up Comment #10, patch #2206 (project freeciv):
Oh, sorry for the noise then.
___
Reply to this item at:
http://gna.org/patch/?2206
___
Message sent via/by Gna!
http://gna.org/
Follow-up Comment #11, patch #2206 (project freeciv):
(I started musing here about improvements to the caravan popup workflow, but
really it should be the topic of a separate ticket, so: patch #3711.)
___
Reply to this item at:
Update of patch #2206 (project freeciv):
Assigned to:None = pepeto
Planned Release: = 2.5.0
___
Follow-up Comment #1:
Updated patch
Follow-up Comment #2, patch #2206 (project freeciv):
Orders such has disband, establish trade route or help building
wonders doesn't require moves left to be executed.
Caravan changes has micromanagement consequences in longturn similar games.
Caravans on goto enter cities when turn changes,
URL:
http://gna.org/patch/?2206
Summary: execute_orders() changes
Project: Freeciv
Submitted by: pepeto
Submitted on: mardi 16.11.2010 à 11:43
Category: general
Priority: 3 - Low
Status:
14 matches
Mail list logo