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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