bugFreeciv - Bugs: bug #20269, Unit with move rate 0 cannot be...

 
 
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bug #20269: Unit with move rate 0 cannot be unloaded

Submitted by:  Marko Lindqvist <cazfi>
Submitted on:  Sat 27 Oct 2012 11:11:04 PM UTC  
 
Category: generalSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: Operating System: None
Planned Release: 

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Sun 18 Nov 2012 05:50:32 PM UTC, comment #3:

> Would it be better or worse for the usability if "Shift + T" behavior depended
> on whether cargo can exist in current tile or not - all units would get
> activated, but those that can exist in transporter tile would also get
> automatically unloaded to that tile.


This is ideal: fully unload all units that can exist in the target hex. Those that can't, stay in the transport. It is also exactly what i'm seeing now [2.4.0b1]

One case worth considering is when there is a second transport in the same hex. Is it unrealistic/impractical to move, say, Freight from one ship to another in the middle of the ocean? Hmm, i seem to recall there was another tracker item about this topic but i can't find it just now.

> Or should this work (as I suppose it currently somehow does) that you first use
> "Shift + T" to activate cargo, and then "U)nload" them, or unload them using
> citydlg present units area.


That's certainly not the way it works for me now, and i don't remember it ever having been that way. After "Shift + T" the units are out [or at least awake] and ready to go to work when it is their turn to be activated. 'Manually' unloading them can be done without "Shift + T" - this is what i do when i wish unload different units in different cities.

David Lowe <doctorjlowe>
Sat 17 Nov 2012 11:31:31 PM UTC, comment #2:

It occurred to me that "Shidt + T" even couldn't really unload units from ships at shore - that would leave cargo on its own on non-native (ocean) terrain. "Shift + T" to really unloading units, as opposed to current behavior of simply activating them so that user can unload them, it would need to move units to (random?) adjacent land tile.

Would it be better or worse for the usability if "Shift + T" behavior depended on whether cargo can exist in current tile or not - all units would get activated, but those that can exist in transporter tile would also get automatically unloaded to that tile. That would fix both problem of not being able to unload zero move_rate units, and the case where cargo should stay at the city it's unloaded in?
Or should this work (as I suppose it currently somehow does) that you first use "Shift + T" to activate cargo, and then "U)nload" them, or unload them using citydlg present units area.

Marko Lindqvist <cazfi>
Project Administrator
Sun 28 Oct 2012 03:12:29 PM UTC, comment #1:

I use "Shift+T" pretty regularly, and never had a problem with it. In fact, it could be said to work too well - for instance, it will offload a unit that expended all its movement points that turn getting on the Transport. Not that i'm complaining, mind you.

Is there possibly an issue with the definition of the Bomber?

David Lowe <doctorjlowe>
Sat 27 Oct 2012 11:11:04 PM UTC, original submission:

I added nuclear bomb unit with move rate 0 - should not move itself but be transported by bomber - to my ruleset.

I seem to be unable to unload bomb from bomber. As I hit "shift+T", bomb gets activated but with "L" icon displayed and when I then try to move bomber away before detonating the bomb, the bomb moves with it.

Actually it's quite possible that unloading as such does not work at all - I'm not sure if I actually did all what I think I did, but a couple of days back I meant to unload defenders to the city the ferry had just arrived - as opposed to them moving out of that city after unloading - and later I found them from the ferry that had again left the city.

Marko Lindqvist <cazfi>
Project Administrator

 

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  • -unavailable- added by doctorjlowe (Posted a comment)
  • -unavailable- added by cazfi (Submitted the item)
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