bugFreeciv - Bugs: bug #21795, fortify action more even in...

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bug #21795: fortify action more even in concurrent mode

Submitted by:  David Fernandez <bardo>
Submitted on:  Fri 14 Mar 2014 09:41:34 PM UTC  
Category: NoneSeverity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: Operating System: None
Planned Release: 

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Mon 17 Mar 2014 03:32:51 AM UTC, comment #2:

I admit I did not take into account this difference between civ1 and current freeciv when I wrote it, but my idea was to calculate automatically if the unit is fortified or not, not linked to the "fortify" action, but to the movement points of the unit, so the setting "unitwaittime" can be taken into account.

I'd rewrite it for freeciv current behavior:
- when the unit is going to recover the movement points (after the "unitwaittime" of this turn), if the unit had remaining movement points from previous turn, then the unit is automatically considered fortified (and the fortified icon is drawn), until it moves again.

But I admit I like the civ1 alternative and it would be great to be able to choose between them.

David Fernandez <bardo>
Mon 17 Mar 2014 01:21:56 AM UTC, comment #1:

> Calculate automatically the bonus to defend no matter if the
> units was ordered to fortify or not, in a similar way that it
> is already done for units in cities or fortresses.

If I understand correctly, you want to revert to civ1 model, where fortifying in the open is immediate action, not requiring the one turn to go from FORTIFYING -> FORTIFIED. Note that units in cities already are always considered fortifIED, even if they have spent all their movement to reach the city (and thus would do even the fortifYING only next turn).

That would make it easier to advance and fortify where you got.
Current model vs civ1:
turn 1: moved / moved (0 movement points left)
turn 2: fortifying / fortified
turn 3: fortified / fortified

Marko Lindqvist <cazfi>
Project Administrator
Fri 14 Mar 2014 09:41:34 PM UTC, original submission:

The issues that could be improved:
- In single player, you can set a unit to fortify at the end of the turn and it will appear fortified at the start of next turn, without risk of being atacked in between.
The AI can't do the same because it always move at start of the turn.
- Something similar happens in multiplayer. If you delay your movements to the end of the turn, there are less chances to be attacked until the units are fortified at start of next turn.

- If a unit do not have the "can fortify" flag you can not order it to "sleep" until further orders. The alternative is to use "s" order, but then the unit is waken up by nearly enemies.

My suggestion:
- Calculate automatically the bonus to defend no matter if the units was ordered to fortify or not, in a similar way that it is already done for units in cities or fortresses.
- If a unit is attacked and it has some remaining movement point, and the unit type has the "can fortify" flag, the unit automatically gets the +50% defend bonus.
- Allow to every unit to use the "fortify" order as an alternative to "sentry", no matter if they can get defend bonuses or not.

This way, if a unit is ordered to fortify, it will always get the defend bonus because it always has remaining movement points, not because it was ordered to fortify.
It would work in a simar way than healing, you do not need to order the unit to heal, it is automatically handle if the unit did not move.

At same time, if a unit runs out of movement points, it won't get the defend bonus until the unit recovers his movement points next turn, but taking into account the "unitwaittime", and so making it more even for multiplayer games.

David Fernandez <bardo>


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

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