Follow-up Comment #5, patch #4649 (project freeciv):
and must have a move rate at least as fast as the charge
It would be possible for a bodyguard to be slower than the charge, if the
charge slowed down its movement to cope. But if the current bodyguard code
we're talking about won't do this (I
Follow-up Comment #6, patch #4649 (project freeciv):
In the current code, the bodyguard checks to see if the charge went somewhere,
and then chases it if it did: if the bodyguard can't keep up, then the
(typically oblivious) charge would just head off into danger unsupervised
(barbarian leaders
Follow-up Comment #7, patch #4649 (project freeciv):
we probably want a new patch to capture a generic
bodyguard/flagship/etc. advisor.
Agreed.
___
Reply to this item at:
http://gna.org/patch/?4649
Follow-up Comment #4, patch #4649 (project freeciv):
Bodyguard must be able to enter a superset of the terrains of a
charge, must have at least as much fuel as the charge (if the
charge is fueled), and must have a move rate at least as fast
as the charge.
List of possible bodyguards or
URL:
http://gna.org/patch/?4649
Summary: Use unit class match for bodyguard filter
Project: Freeciv
Submitted by: persia
Submitted on: Wed 09 Apr 2014 06:36:48 AM JST
Category: ai
Priority: 5 - Normal
Follow-up Comment #1, patch #4649 (project freeciv):
I can see that this area needs fixing, but isn't unit class equality going to
cause trouble of its own with unit classes like Land / Big Land, or indeed
civ2civ3's Merchant class (for which there will be no suitable bodyguards)? Or
have I
Follow-up Comment #2, patch #4649 (project freeciv):
For Land/Big Land I'd argue this is appropriate, because Big Land can't
usefully guard Land (Land might go somewhere Big Land can't). Land can guard
Big Land, but in practice, the move rate disparity makes this a poor idea
(because Land can't