Fighter movement

You can get help here if Freeciv doesn't start on your computer, or if you keep getting fatal errors while playing etc.
franjo
Posts: 1
Joined: Fri Dec 20, 2013 11:12 am

Fighter movement

Postby franjo » Fri Dec 20, 2013 11:28 am

In freeciv 2.4.1, the fighters dont behave like in older versions. If a fighter with 10 movepoints should go to fom city A to city B, which is 15 tiles away, with another city C in the middle, 8 tiles away, the fighter dont stop in city C with 2 movepoints left and waiting for the next turn. Instead, it will go halfway to city B, using all movepoints and die end of turn bcause of no fuel.

Is this a bug or is is meant to slow the game, because you must take more care of every single fighter?

User avatar
Caedo
Elite
Posts: 474
Joined: Sun Feb 10, 2013 10:21 pm
Location: Stuttgart, Germany

Re: Fighter movement

Postby Caedo » Fri Dec 20, 2013 12:08 pm

It's originally meant to fix the following situation: Fighter with 10 move points wants to go from city A to city B, they are 10 tiles apart from each other. However, there's an airbase inbetween which is in the middle. In that case, the fighter will fly to the airbase and wait for the next turn, thus stealing you one precious turn.
It seems when fixing this, someone overlooked something and accidentally broke it. Either cazfi sees this, or you can report it as a bug on GNA.org.
~S.C. L.

User avatar
JTN
Elite
Posts: 462
Joined: Wed Jan 30, 2013 12:15 am

Re: Fighter movement

Postby JTN » Mon Jan 13, 2014 11:45 pm

Caedo wrote:It's originally meant to fix the following situation: Fighter with 10 move points wants to go from city A to city B, they are 10 tiles apart from each other. However, there's an airbase inbetween which is in the middle. In that case, the fighter will fly to the airbase and wait for the next turn, thus stealing you one precious turn.

This is presumably referring to the fix for bug #20786, which first appeared in 2.4.0-beta2...

Caedo wrote:It seems when fixing this, someone overlooked something and accidentally broke it.

Since reported as bug #21359. Indeed, the previously-mentioned fix exposed a latent bug in the pathfinding code, causing suicide. A fix for that has just been committed to svn, and will be in the next releases (including 2.4.2).