Update of patch #3830 (project freeciv):
Status: Ready For Test = Done
Open/Closed:Open = Closed
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Update of patch #3830 (project freeciv):
Assigned to:None = cazfi
Planned Release:2.5.0, 2.6.0 = 2.6.0
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Follow-up Comment #11, patch #3830 (project freeciv):
Sorry for the long delay: Yes, the most recently provided patch is correct,
in that it preserves the current behaviour and doesn't use the old nativity
features. I prefer the logic expressed in comment #5, but wanted discussion
about it in
Update of patch #3830 (project freeciv):
Status:None = Ready For Test
Planned Release: = 2.5.0, 2.6.0
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Follow-up Comment #10:
We now consider
Follow-up Comment #8, patch #3830 (project freeciv):
That said, re-reading comment #4, was that a suggestion
It wasn't a suggestion (for what we want to have in future) but explanation of
what I think old code was trying to do. And as I said, in the past air units
were not concern as they had
Follow-up Comment #9, patch #3830 (project freeciv):
Ah, OK. That makes perfect sense. My apologies I didn't understand it at the
time.
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http://gna.org/patch/?3830
Follow-up Comment #7, patch #3830 (project freeciv):
Not so far as I can tell: the function was originally put in combat.c in
largely the current form (using !is_ocean_tile() is new, but the old
implementation was essentially the same check) in SVN revision 3369 (at which
point HELI_MOVING and
Follow-up Comment #6, patch #3830 (project freeciv):
it might be worth checking if this worked differently when HELI_MOVING was
separate from AIR_MOVING (before they get combined as BOTH_MOVING) I now
think it's quite likely that I made some mistake regarding helicopter handling
at that point (as
Follow-up Comment #4, patch #3830 (project freeciv):
That said, I'm not sure I understand the specific meaning of
this check in a nativity-based environment if it doesn't mean
that units have a hard time attacking/defending when they are
not native to the target tile.
Took me a while too
Follow-up Comment #5, patch #3830 (project freeciv):
I understand why an attacking unit might get reduced firepower when attacking
a non-native tile. I don't understand why this reduction fails to apply
depending on the defending unit: I would expect it to apply in all cases, as
it ought
Follow-up Comment #3, patch #3830 (project freeciv):
Updated patch attached restoring original behaviour. The sea unit in harbor
case gets adjusted anyway because of BadCityDefender (but, yes, this shouldn't
be conflated). The ground unit defending against air unit case made fp=2
ground units
Follow-up Comment #2, patch #3830 (project freeciv):
(Since I wasn't sure: this is referring to normal attack that the comments
call bombardment, not the technical meaning of bombard that UTYF_BOMBARDER
units do. That has its own hardcoded restrictions on terrain type, but fixing
that should be
Follow-up Comment #1, patch #3830 (project freeciv):
Reading the patch it seems to me that it does change behavior when sea unit
attacks against another sea unit in harbour.
Old code would check if defender is land unit (native to tile it defends) and
as sea unit in harbour is not that, it
URL:
http://gna.org/patch/?3830
Summary: Change shore bombardment model to use nativity
rather than UMT_*
Project: Freeciv
Submitted by: persia
Submitted on: Wed 03 Apr 2013 12:30:06 PM GMT
Category: general
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