[Freeciv-Dev] [patch #2206] execute_orders() changes

2014-06-03 Thread Jacob Nevins
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 stop each other from finishing the project.

Thanks for fixing this long-standing annoyance, by the way.

(However, I found a problem when I was testing it: bug #22136.)

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-20 Thread pepeto
Update of patch #2206 (project freeciv):

  Status:  Ready For Test = Done   
 Open/Closed:Open = Closed 


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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread pepeto
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 automatically popup
 those caravans in target cities that have no movement left.
 With current behavior this is just fine. Your proposed change
 requires people to check their every city in case such a unit
 is inside already ready to act.

This is interesting, do you have a link to the ticket which implemented this.
I tested many times with trunk, I couldn't get any caravan popup when
reconnecting. Isn't this already broken?


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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #4, patch #2206 (project freeciv):

By popup I actually meant that the units get focus on their turn.

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread pepeto
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 svn logs about caravan or arrival, I didn't find
anything...


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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Marko Lindqvist
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 city. Set goto to the city for both.
They immediately move to 3  2 tiles away from the city. Log out your client,
let the turn pass (set timeout in server and let it pass), and login back. For
all the units automatically getting focus, press 'space'. 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.

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread pepeto
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* the patch applied. I see no
difference. What am I missing?


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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Marko Lindqvist
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 caravans who have just arrived and could now be
ordered to establish the traderoute. It gives the edge to those players who
micromanage that way, so everyone is forced to do so.

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread pepeto
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 which doesn't require moves left
in the rules (like establishing trade routes, help for wonders, disband) are
not delayed by one turn in the execution of the unit orders.

It additionally ignores if the building the infrastructures which have been
already built by others units.


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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Marko Lindqvist
Follow-up Comment #10, patch #2206 (project freeciv):

Oh, sorry for the noise then.

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-17 Thread Jacob Nevins
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.)

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-16 Thread pepeto
Update of patch #2206 (project freeciv):

 Assigned to:None = pepeto 
 Planned Release: = 2.5.0  

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Follow-up Comment #1:

Updated patch against current trunk.


(file #17225)
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Additional Item Attachment:

File name: execute_orders.diffSize:6 KB


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[Freeciv-Dev] [patch #2206] execute_orders() changes

2013-02-16 Thread Marko Lindqvist
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, and player is not connected.
When (s)he then connects to game to handle his/her turn, client does not
automatically popup those caravans in target cities that have no movement
left. With current behavior this is just fine. Your proposed change requires
people to check their every city in case such a unit is inside already ready
to act.

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[Freeciv-Dev] [patch #2206] execute_orders() changes

2010-11-16 Thread pepeto

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: Ready For Test
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Planned Release: 

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Details:

The attached patch changes that:
* Orders such has disband, establish trade route or help building wonders
doesn't require moves left to be executed.
* Building bases or other infrastructures when it has been done by another
unit previously doesn't cancel the unit orders, it just ignore it.




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File Attachments:


---
Date: mardi 16.11.2010 à 11:43  Name: 0006-Execute-orders-cleanup.patch 
Size: 6 ko   By: pepeto

http://gna.org/patch/download.php?file_id=11230

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