Ivan Shmakov wrote:
"JM" == Jan Minar <[EMAIL PROTECTED]> writes:
JM> Package: freeciv Version: 1.12.0-0.1 Severity: important
Looks like most of the issues noted below aren't applicable to
Freeciv any longer (as of 2.0.8-3.)
I guess that the report should be closed, probably after
splitting the issues that are still there off into separate
reports.
http://bugs.freeciv.org/ - or through the email interface
JM> On the server side, there should be some way to specify your
JM> favourite defaults (It would be *extremely* lame if you had to
JM> configure the (possibly complex) options every time you run the
JM> server, so I think there _is_ a way to do it, yet I didn't figure
JM> out how).
The `read' command is there for ages now, and there's also the
`--read' server option.
/read and /write. I believe there's now a GUI interface for this.
There may be some confusion between server and client options however.
JM> * The GUI should be more simple. The repetitiveness: two
JM> production choice windows, `Worklist' and `Change', `Worklist'
JM> doesn't show turns-to-completion, two `Help' buttons in the
JM> `Worklist' window, etc., etc.
There's actually a very large number of ways to change city production.
I don't think the repetition is necessarily bad.
JM> * The `Messages' pop-up hides most of the animations, and there *is
JM> no way to configure this*.
the "message options" menu choice.
JM> * The only way to find a specific unit (say the only cruiser I
JM> have, on an explore mission) is to click through the whole map.
JM> When the unit is hidden under some another, or in a city, it's
JM> almost impossible.
This is a problem, yeah. The units dialog should maybe have a button to
activate all units you have (of a particular type). Maybe another
dialog should list individual tiles' units (as I recall master of magic
allowed).
JM> Wishlist:
JM> * Using sea units as bridges should be easier: The units stop on
JM> the sea unit when Goto-ing along. Moreover, when the sea unit is
JM> sentried, the Goto-ing unit gets sentried too. (A special `Bridge'
JM> command, along with the `Sentry', so that the units would not
JM> stop/sentry? `Ferry'--`Autoattack' counterpart, so that bridging
JM> over few sea squares would be possible (easy when only one unit
JM> going thru, complex cases would require, eh, more complex
JM> algorithm)?)
... A separate report as well?
Complicated AI ferrying systems are somewhat beyond the scope of a user
agent. Stringing together multiple transports sentries should work
however. Maybe goto doesn't like it though.
JM> Yes, Freeciv is quite a complex program. So it should come with a
JM> strong, orthogonal design. There should be no ``That's just how it
JM> is...'' we know from the MS-DOS games world. Instead, I'd like to
JM> hear ``That's just The Wrong Thing, and Freeciv is a free software,
JM> and it should be changed.'' But perhaps the *design* phase is
JM> where the problem lays, and it would be just a different game we
JM> would end up after such a fundamental rewrite. And no, I *won't*
JM> do it.
That philosophy must be balanced against the improved quality of AI,
game balance, variety, and graphics that come when things are hard-coded.
-jason
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