bugFreeciv - Bugs: bug #22395, Unit not tired for attacking?

 
 
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bug #22395: Unit not tired for attacking?

Submitted by:  pepeto <pepeto>
Submitted on:  Fri Jul 25 08:02:55 2014  
 
Category: rulesetsSeverity: 2 - Minor
Priority: 3 - LowStatus: Fixed
Assigned to: Marko Lindqvist <cazfi>Open/Closed: Closed
Release: Operating System: None
Planned Release: 2.6.0, 3.0.0Contains string changes: None

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Fri Apr 24 19:08:56 2015, SVN revision 28862:

Enabled tired_attack rules in multiplayer ruleset.

Requested by pepeto

See bug #22395

(Browse SVN revision 28862)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Fri Apr 24 19:08:47 2015, SVN revision 28861:

Enabled tired_attack rules in multiplayer ruleset.

Requested by pepeto

See bug #22395

(Browse SVN revision 28861)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Tue Apr 21 22:53:28 2015, comment #4:

> Maybe some of the supplied rulesets should have it enabled (I
> notably think about multiplayer one).


Patch for that attached.

(file #24301)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Sat Aug 2 14:13:03 2014, comment #3:

>I personally find lack of tired_attack bad for game balance - what's the point of fast units when any unit can attack with full power even after moving next to the city same turn (without giving opportunity to counter-attack)

I agree about the problem, but I think tired attack is not the best solution, because once railroads are built, they avoid the tired attack for every unit, and the balance problem reappears.
I think tired attack will work better with rulesets where movement on railroad is limited, like experimental rules.

David Fernandez <bardo>
Fri Jul 25 08:18:34 2014, comment #2:

> This change was made (~10 years ago)


I haven't noticed it for 10 years then ;)

> I personally find lack of tired_attack bad for game balance -
> what's the point of fast units when any unit can attack with
> full power even after moving next to the city same turn
> (without giving opportunity to counter-attack)


I agree. Maybe some of the supplied rulesets should have it enabled (I notably think about multiplayer one).

pepeto <pepeto>
Project Member
Fri Jul 25 08:08:51 2014, comment #1:

Supplied rulesets have tired_attack in game.ruleset set to FALSE. This change was made (~10 years ago) because the tired_attack behavior was regularly reported as a bug, and very hard for newbies (who moved their entire armies via the road to attack with 1/3 strentgh with all their units).

---

I personally find lack of tired_attack bad for game balance - what's the point of fast units when any unit can attack with full power even after moving next to the city same turn (without giving opportunity to counter-attack)

Marko Lindqvist <cazfi>
Project AdministratorIn charge of this item.
Fri Jul 25 08:02:55 2014, original submission:

I have noticed that I had great chances for a unit with 1/3 moves left to attack normally other units. I remember that in old version of Freeciv, the chance to win were very lower.

I may be lucky, or it may be a deliberate change.

pepeto <pepeto>
Project Member

 

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Attach File(s):
   
   
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Attached Files
file #24301:  TiredMultiplayer.patch added by cazfi (1kB - text/plain-diff)

 

Depends on the following items: None found

Items that depend on this one: None found

 

Carbon-Copy List
  • -unavailable- added by bardo (Posted a comment)
  • -unavailable- added by cazfi (Posted a comment)
  • -unavailable- added by pepeto (Submitted the item)
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    Follow 10 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Fri Apr 24 19:09:12 2015cazfiStatusReady For Test=>Fixed
      Assigned toNone=>cazfi
      Open/ClosedOpen=>Closed
    Tue Apr 21 22:53:28 2015cazfiAttached File-=>Added TiredMultiplayer.patch, #24301
      StatusNeed Info=>Ready For Test
      Planned Release=>2.6.0, 3.0.0
    Fri Jul 25 08:18:34 2014pepetoCategoryNone=>rulesets
      Severity3 - Normal=>2 - Minor
      Priority5 - Normal=>3 - Low
      Release2.5.0-beta1=>
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