From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 16965 invoked by alias); 6 Jun 2004 00:31:26 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 16958 invoked from network); 6 Jun 2004 00:31:25 -0000 Received: from unknown (HELO av13-2-sn4.m-sp.skanova.net) (81.228.10.103) by sourceware.org with SMTP; 6 Jun 2004 00:31:25 -0000 Received: by av13-2-sn4.m-sp.skanova.net (Postfix, from userid 502) id 63ADA37E57; Sun, 6 Jun 2004 02:31:25 +0200 (CEST) Received: from smtp4-2-sn4.m-sp.skanova.net (smtp4-2-sn4.m-sp.skanova.net [81.228.10.180]) by av13-2-sn4.m-sp.skanova.net (Postfix) with ESMTP id 4D04837E42; Sun, 6 Jun 2004 02:31:25 +0200 (CEST) Received: from [212.181.162.155] (h155n1fls24o1048.bredband.comhem.se [212.181.162.155]) by smtp4-2-sn4.m-sp.skanova.net (Postfix) with ESMTP id 933A537E44; Sun, 6 Jun 2004 02:31:24 +0200 (CEST) X-Sender: u22611592@m1.226.comhem.se Message-Id: In-Reply-To: <200406052254.i55Ms1h23704@panix5.panix.com> References: (message from Hans Ronne on Sat, 5 Jun 2004 20:35:05 +0200) Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Sun, 06 Jun 2004 00:31:00 -0000 To: Jim Kingdon From: Hans Ronne Subject: Re: Overrun actions (was: Consumption-per-fire?) Cc: xconq7@sources.redhat.com X-SW-Source: 2004/txt/msg00484.txt.bz2 >> 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 > > * 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