patchFreeciv - Patches: patch #4101, Ability for bases to hide units

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patch #4101: Ability for bases to hide units

Submitted by:  Jacob Nevins <jtn>
Submitted on:  Wed 21 Aug 2013 07:43:28 PM UTC  
Category: generalPriority: 5 - Normal
Status: NonePrivacy: Public
Assigned to: NoneOpen/Closed: Open
Planned Release: 3.0.0Contains string changes: None

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Thu 19 Sep 2013 12:17:06 AM UTC, comment #2:

I think one could try to make first version of this already, with improvements in later tickets.
- "Nativity" is now property of extras.
- Gfx tags are not property of extras, so changing the appearcanse of the extra depending if it hides units or not, cannot be yet implemented

Marko Lindqvist <cazfi>
Project Administrator
Thu 22 Aug 2013 12:12:36 PM UTC, comment #1:

In general I would not implement new base-specific (or road-specific) features. In most cases that's just more work for us to generalize to all extras later. Also, some rulesets already have Tunnels and Ocean Tubes kind of road types that could quite logically hide the units traveling them. This means that this feature would need to wait a bit that it can be added to extras instead of just bases.

First of all, "nativity", should be property of extras, not just bases and roads. That's needed to know which units the extra will hide (which units are inside it - fortress not hiding units flying over it)
Graphics tags should be ruleset defined for extras instead of just bases and roads with others using hardcoded tags. This is needed for adding the "occupied" tag.

I'm already working on these dependency patches.

Marko Lindqvist <cazfi>
Project Administrator
Wed 21 Aug 2013 07:43:28 PM UTC, original submission:

User "begre1929" asks on the forum:

"I have a question about the base, in civilization 2, the airbase hid the airplanes presently on the tile, is it possible to do that in Freeciv ? I would like to hide my unit in the castles."

I don't think this is possible currently, but it seems like a reasonable feature request.

In principle it shouldn't be too hard since we already have similar code for cities. But I think there are lots of fiddly special cases to do with units coming into / going out of sight, so I bet it takes a while to stabilise.

Another thing to consider is whether indicating the presence of some units is a sub-option (like the city occupied sprite) -- either units in a base are completely invisible, or you can tell there are some units but not how many or what there are.

(I haven't been keeping up with "extras", so I don't know whether it still makes sense for this to be base-specific. You could imagine terrain features hiding units too.)

For the avoidance of doubt, I have no imminent plans to implement this -- feel free to grab it.

Jacob Nevins <jtn>
Project Administrator


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

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    Follow 4 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Thu 21 Jan 2016 07:24:08 AM UTCcazfiPlanned Release=>3.0.0
    Thu 18 Sep 2014 01:24:23 AM UTCcazfiPlanned Release2.6.0=>
    Thu 22 Aug 2013 12:12:36 PM UTCcazfiCategoryNone=>general
      Planned Release=>2.6.0
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