patchFreeciv - Patches: patch #6479, Half-bakery: unit conversion to...

 
 
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patch #6479: Half-bakery: unit conversion to extra?

Submitted by:  Jacob Nevins <jtn>
Submitted on:  Sun Oct 25 13:02:53 2015  
 
Category: NonePriority: 3 - Low
Status: Need InfoPrivacy: Public
Assigned to: NoneOpen/Closed: Open
Planned Release: Contains string changes: None

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Sun Oct 25 13:27:06 2015, comment #1:

> Per-extra flag controlling whether any unit that builds it disappears when it's complete?


That's basically been move plan for implementing them, but I have never figure out what the role of action enablers (once we get them to control extra building) would have in this, if any.

Marko Lindqvist <cazfi>
Project Administrator
Sun Oct 25 13:02:53 2015, original submission:

I've been vaguely thinking about units that build stationary facilities on terrain (perhaps particular resources), such as work camps, mines, and fishing nets, and are used up in doing so (each unit can only build one facility).

The obvious way to do this today is to define a mobile and a stationary unit type (zero move points) and convert from the first to the second, with no conversion back. However, this has some disadvantages.

This ticket is for exploring the alternative of conversion from unit to an extra such as a base, and whether that's worth implementing, or whether we could fix up unit-to-unit-conversion to do all that's needed.


Advantages of unit-to-unit conversion:

  • have a homecity to which they could contribute resources per turn
    • (if you don't need this, should use NoHome to avoid cluttering city owned list and trouble when city changes hands)
  • can use retirement effects (or hp_loss_pct) to limit how long facility exists (e.g. mine which becomes exhausted)
  • could perhaps allow facility to take actions (e.g. healing chosen adjacent unit?) in future?
  • can impose ZOC if you want
  • can require upkeep

Some disadvantages of unit-to-unit:

  • enemy ones always get in your way -- can't just walk over enemy "base unit", have to capture or destroy first, wasting movement (I think); peaceful ones are even more obstructive
  • a given mobile unit can only convert to one type of stationary one (can't have pluripotent work boats)
  • Do we handle units with no move points well in the UI, or do they clutter up the focus rotation? (Some such units may need to be in the rotation if they can perform actions which don't need movement points, e.g. help wonder)
  • Can't extend borders

How would such extras look?

  • Per-extra flag controlling whether any unit that builds it disappears when it's complete?
  • How to handle multiple units working on such an extra? Just prohibit it? (You get this for free with unit-to-unit)
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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