From: Hans Ronne <hronne@comhem.se>
To: Jim Kingdon <kingdon@panix.com>
Cc: xconq7@sources.redhat.com
Subject: Re: Overrun actions (was: Consumption-per-fire?)
Date: Sun, 06 Jun 2004 00:31:00 -0000 [thread overview]
Message-ID: <l03130300bce805713600@[212.181.162.155]> (raw)
In-Reply-To: <200406052254.i55Ms1h23704@panix5.panix.com>
>> Ideally, the unit should try the attack mode that has the highest
>> probability of success first, and then use the other mode as backup,
>> if necessary.
>
>What if some materials are more precious than others? Or one attack
>does more damage than the other? It seems better to let the
>player choose, rather than guess which one they might want.
One would need an easy way to pick attack mode while clicking on a unit in
that case. Perhaps left-clicking and right-cliclking, to the extent they
are both available, could do the job?
>> The other way to fix this bug is to eliminate the possibility of doing
>> overruns by fire.
>
>This makes more sense to me.
>
>Since there will be cases in which either attack or fire is possible,
>it seems like the user interface is clearer if the player (or AI) has
>to explicitly say which one (the "a" and "f" keys being the most
>explicit way, with overrun meaning attack-and-move-if-possible, rather
>than attack-or-maybe-fire-and-move-if-possible).
Right. But things are simpler for units that only can fire. And I think
this is true for most firing units. The bug manifested itself in Elijah's
game precisely because the godzillas are able to both attack and fire.
>> I think this was also how the overrun code originally worked, as
>> revealed by check_overrun_action. The firing code in do_overrun_action
>> was probably added at a later point.
>
>Well, for what it is worth, it was added by:
>
>Tue Jun 1 18:41:59 1999 Hans Ronne <ronne@bmc.uu.se>
>
> * combat.c (do_overrun_action): Make ovverun after fire possible.
> (check_overrun_action): Make overrun after fire & into empty cell
> possible.
Heh. Well, I thought the code looked familiar :-). I do remember a problem
with units that can fire being unable to advance into empty cells. This may
have been an attempt to fix that.
Hans
next prev parent reply other threads:[~2004-06-06 0:31 UTC|newest]
Thread overview: 35+ messages / expand[flat|nested] mbox.gz Atom feed top
2004-05-30 2:52 build doctrine question/bug? Tom Schaub
2004-05-30 3:28 ` Eric McDonald
2004-06-02 20:30 ` Consumption-per-fire? Elijah Meeks
2004-06-04 21:44 ` Consumption-per-fire? Hans Ronne
2004-06-04 22:15 ` Consumption-per-fire? Elijah Meeks
2004-06-04 22:50 ` Consumption-per-fire? Hans Ronne
2004-06-04 23:04 ` Consumption-per-fire? Elijah Meeks
2004-06-04 23:19 ` Consumption-per-fire? Eric McDonald
2004-06-05 3:37 ` Consumption-per-fire? Elijah Meeks
2004-06-05 4:22 ` Consumption-per-fire? Eric McDonald
2004-06-05 8:11 ` Consumption-per-fire? Hans Ronne
2004-06-05 8:22 ` Consumption-per-fire? Hans Ronne
2004-06-05 13:10 ` Consumption-per-fire? Eric McDonald
2004-06-05 15:03 ` Consumption-per-fire? Hans Ronne
2004-06-05 15:57 ` Consumption-per-fire? Elijah Meeks
2004-06-05 17:05 ` Consumption-per-fire? Hans Ronne
2004-06-05 18:37 ` Overrun actions (was: Consumption-per-fire?) Hans Ronne
2004-06-05 22:30 ` Elijah Meeks
2004-06-05 22:54 ` Jim Kingdon
2004-06-06 0:31 ` Hans Ronne [this message]
2004-06-06 0:59 ` Elijah Meeks
2004-06-06 2:21 ` Hans Ronne
2004-06-06 6:17 ` Eric McDonald
2004-06-06 7:39 ` Hans Ronne
2004-06-06 13:33 ` Eric McDonald
2004-06-05 17:15 ` Consumption-per-fire? Eric McDonald
2004-06-05 19:30 ` Consumption-per-fire? Hans Ronne
2004-06-06 6:32 ` Consumption-per-fire? Eric McDonald
2004-06-06 4:34 ` Consumption-per-fire? mskala
2004-06-06 6:52 ` Consumption-per-fire? Eric McDonald
2004-06-06 7:13 ` Consumption-per-fire? Lincoln Peters
2004-06-05 7:05 ` Consumption-per-fire? Hans Ronne
2004-06-04 23:12 ` Consumption-per-fire? Eric McDonald
2004-06-04 22:22 ` build doctrine question/bug? Hans Ronne
2004-06-05 17:08 ` Hans Ronne
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