[Pkg-freeciv-devel] Bug#241929: Bug#241929: freeciv: Freeciv is tip to tail braindamaged and harms young hackers.
Jason Dorje Short
jdorje at gmail.com
Wed Jun 25 05:35:59 UTC 2008
Ivan Shmakov wrote:
>>>>>> "JM" == Jan Minar <jjminar at fastmail.fm> 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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