Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alternative Civs > Freeciv > auto-attack, cruise missiles etc
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
04.Sep: `FC` 2.0.5 COMPLETED AND RELEASED
27.Jul: `FC` 2.0.4 COMPLETED AND RELEASED
16.Jul: `FC` 2.0.3 COMPLETED AND RELEASED

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
grifferz is offline grifferz
Settler

Jul 2003
time: 05:29
  Old Post 27-07-2003 04:20
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
auto-attack, cruise missiles etc Tired of ads?

Has anyone noticed that auto-attack does some odd things?

I've looked at the code and from what I can see, auto-attacking units can attack enemies they cannot see. They can also move to attack an enemy which they cannot actually attack.

This is most noticeable with cruise missiles.

Imagine a scenario with two late-stage fairly large civs on separate continents with 5 or 6 ocean squares between their lands. Cities on those shores cannot see each other, even with 2 squares of vision.

Yet if either of those civs decides to build cruise missiles in those cities and put them on auto-attack against land units, they will find their cruise missiles zipping off deep into the heart of their enemy's lands to engage e.g. engineers that are busy clearing pollution! Engineers 12 squares away on a continent that cannot be seen. This does not seem very realistic.

In addition, cruise missiles on auto-attack seem to do other odd things. They will leave a city to engage a bomber passing by 12 squares away, only to find that they cannot attack the bomber. The missile is then wasted with no target and is left to fall in the sea.

Now, perhaps you could say that the fix to this is to never put cruise missiles on auto-attack. But that doesn't seem to be too great: it seems like cruise missiles would be useful on auto-attack against ships and some advancing ground units. That also doesn't fix the problem of units being able to auto-attack enemies the player cannot see.

So, if there are any freeciv developers reading can you say why auto-attack works like this? Would a patch be accepted that:


  • Only allows auto-attack against enemies that the player can see
  • Picks an attacking unit that can actually engage the enemy?

Some other thoughts:

Thinking about auto-attack it would be nice if it had a few more controls. For example, setting auto-attack against ground units means that you can waste missiles on:

  • Settlers/Engineers
  • Diplomats/Spies
  • Caravans/Freight

Of course maybe you really do want to kill those units, but I think the majority of the time you don't really care about anything but diplomats/spies.

Some other people I play with have remarked that it would be nice to be able to tell each of your own units what sort of enemies they would like it to auto-attack. I can't really see how that could be implemented cleanly in current clients with leading to endless micromanagement, but perhaps it is something for you to think about.

Per is offline Per
Freeciv Developer

May 2002
time: 06:29
  Old Post 27-07-2003 13:22
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Lose 30 kilos (of popups)

The autoattack code is just horrible. Patches to clean it up and improve it would be welcome. I do not think adding further customization/micromanagement of auto-attack is a good idea, though. It is already an ugly kludge design- and user-interface-wise.

I wrote a patch to add immediate autoattack, which attacked the moment another unit moved up adjacent to your unit, and which used a lot better algorithm, but it was not very popular and did not go in.

grifferz is offline grifferz
Settler

Jul 2003
time: 05:29
  Old Post 27-07-2003 14:32
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Support Apolyton or Terrorists Win

OK, thanks for the response. I guess I will start to discuss this on the freeciv-dev list and see what people think.

I do think that these problems either should be fixed or auto-attack disabled, since attacking units you can't see is highly unrealistic/unfair, and having your missiles wasted is annoying.

Thue is offline Thue
Freeciv Developer
Copenhagen, Denmark
Jan 1970
time: 06:29
  Old Post 28-07-2003 00:48 Visit Thue's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
The autoattack code is just horrible. Patches to clean it up and improve it would be welcome.


I always favored patches to remove it . (seriously)

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:29.
Apolyton Time is 00:29.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0314 seconds (88.33% PHP - 11.67% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net